41 Commits

Author SHA1 Message Date
panFD
4fee02d82e refactor(hero): 移除英雄等级显示相关逻辑
1. 从HeroTopBarComp中移除等级Label组件、lvShow方法以及等级显示调用
2. 从HeroViewComp的update逻辑中移除等级脏数据监听
3. 调整英雄顶栏预制体的布局参数并隐藏等级节点
2026-08-13 23:16:44 +08:00
panFD
15d14f7d59 refactor(hero&monster): 调整英雄与怪物的攻速配置与近战停止距离
1.  全局重构攻击攻速分级配置,统一放缓慢攻速档位上限为1.10s以紧凑战斗节奏
2.  调整近战单位停止追击距离从60提升至80,优化近战英雄作战手感
3.  批量更新所有英雄与怪物的技能攻击间隔,匹配新的攻速配置
2026-08-13 23:07:09 +08:00
panFD
9579c4f75e refactor(monster): 重构怪物分层显示与战斗逻辑
1.  重构怪物挂载逻辑,按Boss/小怪分别挂载到对应场景层
2.  调整怪物出生落点逻辑,移除额外Y轴偏移
3.  优化场景节点清理范围,新增MON/BOSS层清理
4.  重构渲染排序逻辑,分层管理怪物渲染层级
5.  新增5套攻击技能预制体与动画资源
6.  修复技能配置参数冗余注释与类型错误
2026-08-13 23:05:51 +08:00
pan
d54e6ce1d6 fix: 调整游戏地平线高度与UI、场景位置
统一修正游戏内角色控制器UI位置、地图物体Y轴偏移
调整游戏地平线基准值,修复场景显示偏移问题
2026-08-13 17:29:53 +08:00
pan
d06c99e2f1 refactor(hero): 重构英雄头顶状态栏逻辑到独立组件
将原HeroViewComp中的头顶血条、等级、护盾UI逻辑抽离为HeroTopBarComp,
统一管理头顶状态栏的初始化、数据更新、动画和显隐逻辑,减少HeroViewComp代码冗余,
提升代码可维护性和复用性。同时更新预制体关联,适配新的组件结构。
2026-08-13 17:20:38 +08:00
pan
76082d8e1f refactor: 重构护盾机制为数值减免型
1. 调整护盾逻辑:从单次抵挡改为按伤害量减免
2. 更新配置、注释与UI提示文本,统一术语表述
3. 修复prefab布局适配新的护盾显示样式
2026-08-13 16:53:15 +08:00
pan
695a9e2b66 refactor(skill): 重构技能配置加载逻辑,将参数下沉至prefab配置
1. 新增SkillView组件属性runType/endType/speed/time,替换原配置表字段
2. 批量同步所有技能prefab的配置参数
3. 优化技能运行逻辑,优先使用prefab配置,配置表仅作兜底
4. 新增同步脚本用于批量迁移技能配置
2026-08-13 16:26:19 +08:00
pan
c6b5e1431f fix(skill): 修复技能相关的显示与逻辑问题
1. 调整技能预制体的锚点和攻击偏移参数
2. 修复SkillView.ts的代码格式与导入错误
3. 补充fixed类型技能的动画结束销毁逻辑
2026-08-13 15:36:57 +08:00
pan
7fa18329d6 fix(skill): 调整普攻技能配置与表现
1.  修改普攻预制体的缩放、尺寸、锚点与精灵贴图
2.  更新普攻动画的采样率、时长与帧动画帧
3.  调整技能配置,将默认普攻替换为6006并修正攻击类型
4.  统一全英雄与怪物的默认技能为6006普攻
2026-08-13 15:11:11 +08:00
panFD
a2c397120c docs(skill): 更新技能4的图标资源
替换了assets/resources/game/skill/skill4.png的图片资源
2026-08-13 14:22:41 +08:00
panFD
cb2a72da52 refactor(map): 重构rogue战斗数值生成逻辑
重构了Rogue模式的怪物数值计算方式,移除了基于英雄实时强度的动态缩放算法,改为统一使用基础属性乘以可调系数的固定缩放方案:
1.  更新了怪物配置基础属性,对齐1级英雄面板作为基准
2.  简化了数值公式,仅保留三个可调节的全局系数用于平衡难度
3.  删除了冗余的ECS查询、强度计算和类型系数逻辑
4.  更新了全部注释文档,明确数值校准目标和调整方式
2026-08-13 14:12:05 +08:00
pan
9da3e2d9fd fix(map): adjust global monster power multiplier to 1
更新全局怪物强度系数配置,将原本的2/3调整为1,让怪物强度和英雄能力持平
2026-08-13 11:17:29 +08:00
pan
eb4b370533 refactor: 重构击退机制,将概率改为距离增量
1. 调整近战默认攻击距离从150改为100
2. 将击退相关属性从概率改为击退距离增量,同步更新所有配置、UI显示和技能描述
3. 移除旧的击退概率判定逻辑,改为直接应用击退距离增量
4. 优化受击击退的处理流程,统一参数传递
2026-08-13 11:09:37 +08:00
pan
a3375ec3b6 refactor(hero): 统一英雄攻击距离默认值并优化队友间距逻辑
1. 将英雄/怪物默认攻击距离调整为近战150、中程300、远程450,通过HeroDisVal统一管理
2. 新增同阵营单位移动和待机时的间距避让逻辑,避免单位重叠穿模,添加自然蠕动效果
2026-08-13 10:23:14 +08:00
pan
011e7b3dde refactor(MissionHeroComp): 重构英雄登场点位逻辑
1.  将动态生成的英雄站位改为硬编码固定3列位置
2.  更新站位分配优先级适配新的点位数组
3.  优化注释说明,明确点位规则和分配逻辑
2026-08-13 09:31:40 +08:00
pan
038abdc5d2 refactor(monster): 重构移动组件体系,统一英雄与怪物移动逻辑
1. 删除废弃的 MonMoveComp,将功能合并到 MoveComp 中
2. 移除 MissionComp 中冗余的怪物最大数量配置计算
3. 优化英雄站位分配逻辑,近战优先靠前站位
4. 统一移动系统的边界约束与渲染排序逻辑
5. 清理 Hero.ts 中未使用的导入项
2026-08-13 09:20:27 +08:00
panFD
c27c81cfa6 refactor: 重构关卡战斗流程与AI逻辑,改为单场Boss战模式
1.  近战AI新增警戒线机制,无威胁时退回编队
2.  替换多回合波次为单场Boss战,简化刷怪与回合逻辑
3.  重构招募系统为开局免费三选一流程
4.  调整英雄与怪物基础属性平衡
5.  精简HUD与配置文件冗余代码
2026-08-13 00:21:54 +08:00
pan
a905db8e48 feat: 大幅优化战斗体验与编队系统
1. 扩展英雄/怪物网格站位到10个槽位
2. 重构默认攻击距离计算逻辑,按职业动态适配
3. 重做英雄站位与移动系统,新增同阵营间距约束
4. 调整rogue模式怪物数量与强度配置,提升战斗爽感
5. 重构刷怪逻辑为匀速曲线+欠账补刷,优化刷怪节奏
2026-08-12 17:56:59 +08:00
pan
3060ee7df7 refactor(hero): 重构英雄死亡与复活机制
1. 统一英雄真实死亡流程:死亡时快照数据到全局列表,动画结束后统一销毁实体
2. 移除回合自动复活逻辑,改为由复活系统主动读取快照重新召唤
3. 修复近战追敌可能脱离战场的问题,增加推进距离上限
4. 重构死亡计数与全员存活检测逻辑,基于死亡快照列表而非实体状态
2026-08-12 16:15:33 +08:00
pan
ab6a3b7824 refactor(mission card): 暂时禁用英雄信息盒同步逻辑
注释所有refreshHeroBoxSlots调用点并禁用方法实现,保留代码备查以便后续恢复
2026-08-12 15:51:56 +08:00
pan
a5dc1ef540 refactor(missionCard): 重构抽卡逻辑与按钮命名
1.  重命名抽卡按钮相关变量与注释为刷新卡池
2.  调整抽卡规则:不再过滤已召唤英雄,支持同英雄二合一合成
3.  新增招募计数循环机制:每4次招募触发一次三选一
4.  添加近战保底逻辑,全远程阵容时提升近战卡权重
5.  移除冗余的已召唤英雄过滤逻辑
2026-08-12 15:31:27 +08:00
pan
db98b60737 feat(game): 调整英雄最大数量与合成升级规则
1. 将英雄最大数量从3提升至10
2. 重构英雄等级上限逻辑,改为从配置项读取
3. 新增同uuid英雄二合一合成升级机制,等级封顶为配置上限
4. 优化召唤校验逻辑,支持同uuid英雄合成并提示等级上限
2026-08-12 15:10:29 +08:00
pan
ccce8a11ea fix(hero): adjust default hero movement speed from 100 to 200
将英雄默认移动速度从100修改为200,调整基础战斗体验参数
2026-08-12 11:16:38 +08:00
pan
762dc91a11 fix(hero&move): 调整英雄基础移速并优化近战逻辑
将默认移速从800改为100,重构近战战斗移动逻辑:
1. 增加敌人存在校验,无敌人时恢复原编队战斗逻辑
2. 新增近战接触距离常量,让英雄贴近敌人后再停下攻击
3. 优化移动速度和停止位置计算,确保近战贴脸输出
2026-08-12 11:16:20 +08:00
pan
4594f673b4 feat(hero): 新增英雄职业定位系统,优化编队站位逻辑
1. 新增HRole枚举与角色定位配置,解耦成长类型与阵容职能
2. 重构移动系统的编队优先级计算,基于职业定位重新排序站位
3. 重写单行编队站位算法,根据队伍人数自动适配紧凑/松散排布
4. 为所有预设英雄配置对应职业定位
2026-08-12 11:04:59 +08:00
pan
426dc24899 feat(config): add official recommended hero combo configurations
新增官方推荐英雄阵容配置,包含6套标准铁三角阵容,支持新手引导、阵容UI展示与自动布阵使用,同时提供低配替代阵容供新手期使用。
2026-08-12 09:45:46 +08:00
pan
1609d3971a refactor(hero desc): 调整技能描述渲染逻辑,适配不同场景显示需求
1. 新增showName参数控制技能名称是否展示,区分英雄弹窗和卡池场景
2. 修正英雄预制体中角色的Y轴偏移量
3. 同步更新函数注释和调用传参
2026-08-12 09:39:24 +08:00
panFD
ae6c69e4f3 refactor(hero): 调整英雄描述展示为满级效果
修改英雄能力描述的数据源等级为5级,展示满级能力信息;移除技能名后的档位后缀,统一文案展示规则。
2026-08-12 08:38:57 +08:00
panFD
450a8b81e5 refactor(field): 重构驻场光环数据结构,分离元数据与数值
1.  新增FieldEntry类型,将驻场词条的uuid与生效数值分离
2.  重构FieldSkillSet,移除各档位重复配置,仅保留基础元数据
3.  更新所有使用驻场词条的业务代码,适配新的数据结构
4.  修复数值渲染逻辑,使用词条携带的实际数值而非配置固化值
2026-08-11 22:36:28 +08:00
panFD
e328892679 feat(EquipSet): 新增三个等级的破甲加成装备
删除了无用的炉石酒馆配置元文件,同时为1/2/3级装备列表分别添加破甲加成新装备,对应穿透后伤害提升的属性效果
2026-08-11 22:35:37 +08:00
panFD
486c223b65 feat(hero config): add new hero 5106 破甲射手
1. 新增card_lv为2的破甲射手英雄配置,包含主动技能与穿透伤害计时buff
2. 在HeroList中添加该英雄的编号
3. 移除旧的光环uuid速查表格
2026-08-11 21:52:08 +08:00
panFD
c65c8a36ab feat: 新增穿透伤害加成机制与相关配置
1. 新增全局穿透伤害衰减系数配置与英雄属性字段
2. 实现穿透伤害加成的计算逻辑与增益buff
3. 补全技能与英雄配置的相关变更
4. 新增穿透伤害相关的光环与技能配置
2026-08-11 21:44:50 +08:00
pan
f251e57c3c refactor(roguemap): 重构怪物ap计算逻辑,脱离总强度框架
1. 新增怪物ap独立计算体系,挂钩玩家平均攻击与回合递进
2. 废弃原ap_mul配置字段,保留仅用于兼容旧配置
3. 新增类型系数、成长曲线函数与英雄平均攻击统计逻辑
4. 修复原ap成长被总强度熨平的问题,提升后期战斗威胁感
2026-08-11 19:15:55 +08:00
pan
3c9496d753 build: add missing typescript component meta files
add meta config files for several game component scripts
2026-08-11 19:02:16 +08:00
pan
409113e269 feat: 完成肉鸽回合制游戏核心玩法迭代
新增连杀系统、金币飞行特效、波次HUD、屏幕震动等表现功能,重构怪物刷出逻辑与难度动态调节,调整回合回血比例,优化游戏节奏与体验。

主要变更:
1.  调整回合回血比例从0.5到0.4,优化前期节奏
2.  新增连杀计数与奖励系统,支持5/10/20连杀触发对应表现
3.  实现怪物死亡掉落金币的抛物线飞行特效
4.  增加波次进度HUD,显示剩余怪物与全局回合进度
5.  新增屏幕震动工具与战斗横幅统一展示系统
6.  重构怪物刷出逻辑,支持按回合类型调整刷怪间隔,加入清场加速机制
7.  优化动态难度调节算法,增加滞回与指数平滑,避免难度突变
8.  新增Boss预警、登场事件与回合清屏事件,完善事件总线
9.  调整怪物数量阈值与回合倒计时档位,适配新的节奏设计
2026-08-11 19:00:23 +08:00
pan
d57f4c14e0 chore: 清理过期设计文档并新增刷怪心流改造方案
删除了英雄UI重构和技能模板重构的旧设计文档,新增刷怪节奏优化的完整实施计划文档,包含三个阶段的具体改造步骤、验证方案和执行约束。
2026-08-11 17:19:08 +08:00
pan
b13178166a style(skill atk prefab): 统一调整技能预制体的本地缩放值
批量修改多个攻击技能预制体的_lscale参数,将不同的xy缩放值统一调整为适配统一视觉尺寸的数值,包括0.3、0.35、0.5等适配值,保证技能特效显示风格一致
2026-08-11 15:48:39 +08:00
pan
d692251467 fix(config): 调整英雄卡抽取权重随等级递减逻辑
将原本固定的英雄抽取权重改为按等级几何递减,高等级英雄更难抽取,优化卡池抽取概率梯度
2026-08-11 14:56:38 +08:00
pan
805a3928a7 docs(config): add HeroDesignSpec.md meta file 2026-08-11 14:14:55 +08:00
pan
2507940cfd docs: 新增英雄设定重构设计规范文档
新增HeroDesignSpec.md文档,明确英雄配置模板化重构规则,包括编号体系、触发节奏、品质档位、命名等标准,同时整理重构变更清单。
2026-08-11 11:04:57 +08:00
pan
de763efb0f refactor(ui&logic): 调整UI边距与英雄属性计算逻辑
1.  修改ui3.plist.meta里两个UI元素的border边距配置
2.  重构HeroBoxComp的属性增量计算逻辑,修正属性加成只统计临时增益而非等级成长
3.  优化HeroSkillDesc的富文本样式,新增数值描边效果统一UI视觉风格
2026-08-11 10:52:23 +08:00
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# 技能配置重构实施计划
## 1. 探索阶段总结 (Current State Analysis)
经过对代码库的探索,当前技能触发系统及相关配置状态如下:
- `SkillSet.ts` 包含了所有技能的基座配置 `SkillConfig` 和技能字典 `SkillSet`
- `heroSet.ts` 中的 `HeroInfo` 存放英雄和怪物的配置,目前 `call`, `dead`, `fstart`, `fend` 被定义为 `number[]`,而 `atking``atked` 被定义为 `{s_uuid: number, t_num: number}[]`
- `HeroAttrsComp.ts` 内部存储了与配置一致的触发技能结构。
- `SkillTriggerHelper.ts` 负责判定并向外派发 `GameEvent.TriggerSkill` 事件,由 `SCastSystem.ts` 监听并执行 `forceCastTriggerSkill`
- 目前 `SCastSystem.ts` 在收集技能目标和施放技能时,都是直接从 `SkillSet[s_uuid]` 读取 `config`,没有针对具体角色的差异化机制。
## 2. 拟议变更 (Proposed Changes)
### 2.1 修改 `SkillSet.ts`
- **新增接口**:定义 `SkillOverrides` 接口,包含所有可被角色覆盖的技能参数(如 `TGroup`, `ap`, `hit_count`, `buffs` 等,全部为可选字段)。
- **新增函数**:编写 `mergeSkillParams(config, overrides?)` 函数,将基座 `config` 和角色覆盖 `overrides` 进行合并,返回一个新的 `SkillConfig` 对象。
### 2.2 修改 `heroSet.ts`
- **扩展接口**
-`HSkillInfo` 接口中增加 `overrides?: SkillOverrides;`
-`heroInfo` 接口中的触发字段 `call`, `dead`, `fstart`, `fend`, `atking`, `atked` 统一更新为 `{ s_uuid: number; t_num: number; overrides?: SkillOverrides }[]` 结构。
- **更新配置示例**:按照设计文档更新英雄 `5001`, `5002`, `5301`, `5302` 的配置,为特定的触发技能添加 `overrides` 字段(如盾骑士 5002 全队护盾覆盖)。
### 2.3 修改 `HeroAttrsComp.ts`
- **同步类型**:将 `call`, `dead`, `fstart`, `fend`, `atking`, `atked` 的类型同步改为与 `heroInfo` 一致的 `{ s_uuid: number; t_num: number; overrides?: SkillOverrides }[]`
### 2.4 修改 `SkillTriggerHelper.ts`
- **派发支持**
- 更新 `dispatchSingle` 方法签名,增加 `overrides?: SkillOverrides` 参数,并在 `oops.message.dispatchEvent(GameEvent.TriggerSkill, {...})` 中将其传入。
- 更新 `handleCall`, `handleDead`, `handleArrayTrigger` 处理逻辑,将原先对 `number[]` 的处理改为对 `{s_uuid, t_num, overrides}` 对象数组的处理,并提取 `overrides` 传递给 `dispatchArray`
- 更新 `handleAtking`, `handleAtked` 中的 `dispatchSingle` 调用,传入 `atkConfig.overrides`
### 2.5 修改 `SCastSystem.ts` (关键运行时逻辑)
- **事件监听更新**:在 `onTriggerSkill` 方法的 `args` 参数定义中补充 `overrides?: SkillOverrides`,并传递给 `forceCastTriggerSkill`
- **合并逻辑上移(架构优化)**
-`forceCastTriggerSkill``castSkill` 的**方法入口处**(而非 `applyFriendlySkillEffects` 内部),第一时间调用 `mergeSkillParams(config, overrides)` 获取 `effective` 技能配置。
- 将后续所有关于阵营判定(如 `effective.TGroup`)、目标收集、以及传递给 `applyFriendlySkillEffects` / `applyEnemySkillEffects` 的参数全部替换为 `effective`
- **为何如此设计**:如果在原设计中仅在 `applyFriendlySkillEffects` 入口处合并,那么前置的**目标选择逻辑**(依赖 `TGroup` 判定是 `Self` 还是 `Team`)将会使用未合并的基础配置,导致类似“自己加盾变为全队加盾”的 `TGroup` 覆盖无法生效。将合并操作前置可以彻底解决这一问题。
- **主动技能支持**:在 `pickCastSkill` 中,读取 `heroAttrs.skills[s_uuid]?.overrides` 并进行合并判定,同时将 `overrides` 放入返回的 `castPlan` 中,以便 `castSkill` 使用。
## 3. 假设与决策 (Assumptions & Decisions)
- **统一触发结构**:虽然 `call`, `dead`, `fstart`, `fend` 不严格需要 `t_num`,但为了类型统一并完全遵守设计规范,统一采用了包含 `t_num` 的对象结构。
- **合并前置决策**:如上所述,坚决在施放方法入口处进行 `mergeSkillParams` 以保证目标收集逻辑能够感知到 `TGroup` 的变化。这比设计规范中要求的修改范围略有扩大,但对于系统功能的正确实现是必须的。
- **卡牌技能影响**:卡牌技能(`forceCastCardSkill`)当前没有绑定角色的 `overrides`,因此维持读取基础 `SkillSet` 逻辑不变。
## 4. 验证步骤 (Verification steps)
1. 编译 TypeScript 代码,确保 `HeroAttrsComp`, `heroSet`, `SCastSystem` 等修改后的接口和类型无报错。
2. 启动游戏或运行测试,确认 `5001` (见习战士) 触发的基础护盾只对自己生效。
3. 确认 `5002` (盾骑士) 受击触发的护盾技能正确地为全队附加护盾并且护盾值ap与次数hit_count符合 `overrides` 配置。
4. 确认所有旧版英雄技能在无 `overrides` 时能够正确回退到 `SkillSet` 的默认配置,游戏运转正常无异常日志。

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# 重构场上英雄UI表现及交互计划
## 1. 目标与现状分析
**现状**
目前游戏中 `HInfoComp.ts` 负责在界面下方显示场上英雄的信息(生命、攻击、出售),由 `MissionCardComp` 管理 6 个固定槽位。
`HeroViewComp.ts` 负责战斗场景中英雄实体的动画表现。
**目标**
1. 保留 `HInfoComp.ts` 组件及预制体,但**取消其在底部的常驻显示**,将其改造为**弹窗形式**(类似 `IBoxComp`)。
2. 在战斗或准备阶段,玩家**直接点击场上的英雄模型**`HeroViewComp`)时,弹出 `HInfoComp` 面板。
3. 清理 `MissionCardComp.ts` 中管理底层 `HInfoComp` 的旧逻辑。
## 2. 具体修改步骤
### 2.1 注册 HInfo 为独立弹窗
* 修改 `assets/script/game/common/config/GameUIConfig.ts`
*`UIID` 枚举中添加 `HInfo`
*`UIConfigData` 中注册:`[UIID.HInfo]: { layer: LayerType.UI, prefab: "gui/element/hnode" }`
### 2.2 改造 HInfoComp.ts
* **数据传入**:添加 `onAdded(args: { eid: number })`,根据 `eid` 查询 `HeroAttrsComp` 实体进行数据绑定。
* **自驱动刷新**:原先由外部驱动刷新,现在添加 `update(dt: number)` 生命周期,在内部调用 `this.refresh()` 以保持血量等信息实时更新。
* **移除旧逻辑**:删除 `node_index``refreshByNodeIndex` 等固定槽位相关的代码。
* **交互恢复**:取消注释 `bindEvents``unbindEvents`,恢复出售按钮的点击事件。出售完成后调用 `oops.gui.remove(UIID.HInfo)`。打开 `IBox` 的点击逻辑可保持不变(或者作为详情按钮)。
* **添加关闭机制**:考虑到它是弹窗,可以添加一个点击非按钮区域关闭自身的功能,或者点击英雄之外的区域关闭。为简单起见,可以暂时复用点击面板打开 IBox同时关闭 HInfo并在 HInfo 添加额外的关闭按钮,或由 UI 框架自动处理(如果注册为 PopUp 并带有背景)。如果它是纯 UI可以点击其他地方关闭。这里我们让它在打开 `IBox` 后关闭自己:`oops.gui.remove(UIID.HInfo)`
### 2.3 清理 MissionCardComp.ts
* **移除属性**:删除 `@property(Node) hero_info_node``@property(Prefab) hero_info_prefab` 及其编辑器绑定。
* **移除内部状态**:删除 `cachedHInfoComps``heroInfoSyncTimer`
* **移除生命周期调用**:在 `onLoad``update``onMissionStart``onMissionEnd``onDestroy``reset``enterPreparePhase``enterBattlePhase` 中,删除所有涉及 `HInfoComp` 实例创建、刷新、显隐控制、销毁的代码。
### 2.4 修改 HeroViewComp.ts 添加点击交互
* **绑定事件**:在 `onLoad` 中为英雄模型节点绑定点击事件 `this.node.on(NodeEventType.TOUCH_END, this.onHeroClicked, this);`,并在 `reset` 等清理处解绑。
* **点击回调逻辑**
```typescript
private onHeroClicked(event: EventTouch) {
if (!this.model) return;
if (this.model.fac !== FacSet.HERO) return; // 仅对玩家英雄生效
const eid = this.ent?.eid;
if (!eid) return;
// 呼出英雄信息弹窗
oops.gui.remove(UIID.HInfo);
oops.gui.open(UIID.HInfo, { eid: eid });
}
```
## 3. 验证步骤
1. 进入战斗,确认下方不再有常驻的英雄信息面板。
2. 点击场上的英雄模型,确认能弹出该英雄的 `HInfoComp` 弹窗。
3. 观察弹窗内的血量和攻击力是否能随战斗实时刷新。
4. 点击弹窗上的出售按钮,确认英雄消失、金币增加且弹窗关闭。
5. 点击弹窗上的信息区域,确认能弹出 `IBoxComp` 详情面板。

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# 刷怪心流改造 · 实施步骤与执行方案
> 基于对 RogueConfig.ts / MissionMonComp.ts / MissionComp.ts 的多 agent 调研与方案讨论产出。
> 目标:让刷怪节奏产生"爽感"与心流Flow核心公式**爽感 = 密度 × 可清性****心流 = 铺垫 → 峰值 → 释放循环 + 即时正反馈**。
---
## 阶段划分总览
```
阶段一P0 修复4 项) → 安全网与曲线修正,不动体验结构
阶段二P1 节奏与 DDA5 项) → 核心体验重塑,依赖链严格
阶段三P2-P3 反馈层5 项) → 情绪反馈补全,可并行开发
```
---
## 阶段一P0 修复
### Step 1.1 — P0-3 刷怪暂停死链路(先做:泄压阀)
**改动文件**MissionMonComp.ts、MissionComp.ts
| # | 操作 | 位置 |
|---|---|---|
| 1 | `update()` 在 pending 统计之后、批次推进之前插入 `if (smc.mission.stop_spawn_mon) return;` | MissionMonComp L106 后 |
| 2 | 阈值对齐:`maxMonsterCount` 80→60`resumeMonsterCount` 45→40 | MissionComp L86-88 |
| 3 | `changePhase(PrepareEnd)` 分支补 `smc.mission.stop_spawn_mon = false;`(防开局冻结 4 秒) | MissionComp L492-495 |
**验证**:临时 `maxMonsterCount=20` 进放松回合,确认到 20 只停刷、降 15 后续刷wave 1 开局节奏无延迟。
**Commit**`fix(mission): consume stop_spawn_mon in MissionMonComp update`
---
### Step 1.2 — P0-4 回合僵局超时(安全网)
**改动文件**RogueConfig.ts、MissionComp.ts
| # | 操作 | 位置 |
|---|---|---|
| 1 | 新增常量 `WAVE_TIMEOUT = 75`(含 JSDoc | RogueConfig 节奏常量区 |
| 2 | MissionComp 新增字段 `skipRemainScoreOnBattleEnd``data_init` 复位 | MissionComp 运行时状态区 + L774 |
| 3 | Battle 阶段 update 追加超时检测 `if (this.clearTime >= timeout) this.onBattleTimeout();`timeout 取 `isBossWave ? 90 : WAVE_TIMEOUT` | MissionComp L245-251 |
| 4 | 新增 `onBattleTimeout()`:先扣 `wave_remain_monsters` → 销毁全部 MON 实体 → `mon_num=0` → 走 `TimeUpAdvanceWave` / `open_Victory` | MissionComp 回合管理区 |
| 5 | BattleEnd 的 `wave_remain_monsters += mon_num` 加防重判断 | MissionComp L522-523 |
**验证**:临时 `WAVE_TIMEOUT=8`,确认 8 秒准点收束、评分已扣、factor 放水TestModeConfig 高血怪模拟僵局验证 75s 前不结束。
**Commit**`feat(mission): add wave battle timeout fallback`
---
### Step 1.3 — P0-1 Wave 1 错位修正
**改动文件**RogueConfig.ts单文件
| # | 操作 | 位置 |
|---|---|---|
| 1 | `getWaveType``wave % 5 === 1``wave % 5 === 4` | L80 |
| 2 | 同步 4 处注释WaveType 枚举注释L37、文件头节奏注释L21-23、WaveConfigs 表头注释L329-332、表内"放松回合"行内注释从 wave 6/11/16 搬到 4/9/14 | 见左 |
**验证**`getWaveType(1..20)` 断言输出 `N N N R P` × 4 循环;实机确认 wave 1 = 18 只、wave 4 ≈ 40 只低强度。
**Commit**`fix(rogue): move relax wave to pre-boss slot (wave%5==4)`
---
### Step 1.4 — P0-2 Boss 压轴 + 预警
**改动文件**RogueConfig.ts、MissionComp.ts、GameEvent.ts
| # | 操作 | 位置 |
|---|---|---|
| 1 | `SquadLibrary` 新增 `boss_guard`weight:01 重甲+2 近战) | RogueConfig L191-198 |
| 2 | `GeneratedMonster` 增加可选字段 `isBossGuard?: boolean` | RogueConfig L426-450 |
| 3 | `generateWave` 重构第 3/4/8 步Boss 不 push 首位 → 小队拼装 → 护卫队 `makeBossGuards()` → Boss 压队尾 → 批次统一分配后强制 Boss+护卫 `batch = BATCH_COUNT-1``remaining` 改为 `-= 4` | RogueConfig L509-554 |
| 4 | `makeBoss``spawnIndex:0, batch:0` 改为占位默认值+注释 | RogueConfig L660-687 |
| 5 | GameEvent 新增 `BossWarning = "BossWarning"` | GameEvent.ts |
| 6 | `changePhase(BattleStart)``if (this.isBossWave)` 派发 `BossWarning { wave, eta: 20 }` | MissionComp L497-500 |
| 7 | MissionComp 从 RogueConfig 补导入 `BATCH_INTERVAL, BATCH_COUNT` | MissionComp L51 |
**验证**wave 5 确认 0s/10s 两批纯杂兵、20s Boss 带 3 护卫进场、总怪数=21`BossWarning` 仅在 5/10/15/20 派发。
**Commit**`feat(rogue): spawn boss in final batch with guards and warning event`
---
## 阶段二P1 节奏与 DDA依赖链严格
依赖链:**P1-5 → P1-1 → P1-2 + P1-3同批→ P1-4**
### Step 2.1 — P1-5 数值语义澄清(等价变换先行)
**改动文件**RogueConfig.ts单文件
| # | 操作 |
|---|---|
| 1 | 删除第 5 步(乘 hp_mul/ap_mul第 6 步改为拆分 `hpScale = targetPower × hp_mul / totalBasePower``apScale = targetPower × ap_mul / totalBasePower` |
| 2 | 更新文件头公式注释L12-16`hp_mul/ap_mul` 字段注释 |
| 3 | 17/18/19 启用 `power_adjust: 1.05 / 1.10 / 1.20` |
| 4 | `validateRogueConfig` 增加 `power_adjust ∈ [0.8, 1.3]` 校验 |
**验证**:改造前后固定 heroPower 打桩,逐怪 hp/ap 断言相等等价回归17/18/19 总强度阶梯断言。
**Commit**`refactor(rogue): unify hp/ap mul into power scaling formula`
---
### Step 2.2 — P1-1 批次递增 + 间隔参数化
**改动文件**RogueConfig.ts、MissionMonComp.ts
| # | 操作 |
|---|---|
| 1 | 新增 `BATCH_RATIO = [0.25, 0.35, 0.40]``FINALE_SQUAD_COUNT = 2``SPAWN_INTERVAL_BY_TYPE`Normal 0.18 / Pressure 0.25 / Relax 0.12 |
| 2 | 批次分配从 `i % 3` 改为 `assignBatches()`:配额切分 + 第三批补 2 个最强小队(`pickStrongestSquad``calcHeroPower(样本)×count` 评分);放松回合跳过收尾加压;`totalCount` 预留收尾小队名额防 `slice` 截掉 |
| 3 | MissionMonComp`MON_SPAWN_INTERVAL` 静态常量改为实例字段 `spawnInterval``onPhasePrepareEnd``getWaveType(currentWave)` 查表;`releaseCurrentBatch` 末尾的 spawnTimer 初始化同步改 |
**与 P0-2 的合并点**`assignBatches` 需保留"Boss+护卫强制最后一批"逻辑。
**验证**debugMode 日志打印每批只数与最强小队 id放松回合 54 只应 ~6.5s 倾泻完。
**Commit**`feat(rogue): progressive batch ratio and per-type spawn interval`
---
### Step 2.3 — P1-2 + P1-3 清场加速与 DDA 重做(**必须同 commit**
**改动文件**RogueConfig.ts、MissionMonComp.ts、MissionComp.ts、GameSet.ts
P1-2 部分MissionMonComp
| # | 操作 |
|---|---|
| 1 | 新增状态:`batchReleasedCount``batchFastForwarded``aliveCheckTimer``waveEarlySkipTotal`public 只读) |
| 2 | `releaseCurrentBatch` 记录当批数量update 中 0.2s 节流调 `checkBatchEarlyAdvance()` |
| 3 | `checkBatchEarlyAdvance`:存活比例 ≤25% 且本批已放完 → `batchTimer += 2s``waveEarlySkipTotal += 2`(每批一次) |
P1-3 部分RogueConfig + MissionComp + GameSet
| # | 操作 |
|---|---|
| 1 | `DynamicTuner` 重写:连续映射 `desired = 1 + (0.8 - clearTime/30) × 0.5`(死亡锚定 0.8)、滞回 2 回合、指数靠拢 50%、区间 [0.7, 1.3]、新增 `streak` 字段 |
| 2 | MissionComp BattleEnd`effectiveClearTime = clearTime + MonComp.waveEarlySkipTotal` 后传入 adjust顺手写入 `lastWaveDeathCount`/`lastWaveClearTime` 快照(供 Step 2.4 |
| 3 | `FightSet.WAVE_HEAL_RATE` 0.5→0.4;修正 MissionComp L676"恢复70%"幽灵注释 |
**验证**:脚本模拟三种 clearTime 曲线(恒 12s / 恒 25s / 交替)打印 20 回合 factor 轨迹;强 build 单回合时长应从 ~30s 压到 ~24-26s。
**Commit**`feat(rogue): early batch advance and continuous DDA with hysteresis`
---
### Step 2.4 — P1-4 动态回合倒计时
**改动文件**MissionComp.ts单文件
| # | 操作 |
|---|---|
| 1 | 新增档位常量 `COUNTDOWN_FAST=2.5 / NORMAL=4.0 / FULL=5.0`,删除/降级 `WAVE_COUNTDOWN_DURATION` |
| 2 | `startWaveCountdown` 改调 `computeCountdown()`有死亡→5sclearTime<65%→2.5s,否则 4s读 Step 2.3 写入的快照字段) |
**验证**:快清场回合倒计时显示 3→2→1有死亡回合给满 5s。
**Commit**`feat(mission): adaptive wave countdown based on last wave performance`
---
## 阶段三P2-P3 反馈层
### Step 3.1 — 事件与工具基建 + P2-2 清屏庆祝 + P2-3 Boss 演出
**改动文件**GameEvent.ts、MissionComp.ts、MissionMonComp.ts、**新增** ScreenShake.ts、**新增** BattleBannerComp.ts、mission.prefab编辑器
| # | 操作 |
|---|---|
| 1 | GameEvent 新增:`WaveClear` / `BossWarning`Step 1.4 已加则跳过)/ `BossSpawn` / `CoinFly` / `ComboReach`,启用 `MonDead` |
| 2 | 新增 `ScreenShake` 静态工具(抖 `smc.map.MapView.node`,强度/时长参数,收敛回原位) |
| 3 | 新增 `BattleBannerComp`:统一横幅通道(右进 backOut → 停留 → 左出 backIn监听 WaveClear/BossWarning/ComboReach0.3s 去抖 |
| 4 | MissionComp 清屏分支 dispatch `WaveClear { wave, clearTime, allAlive, fastClear }`(通关分支不派发) |
| 5 | MissionMonComp `addMonsterAtGrid` isBoss 分支 dispatch `BossSpawn { pos }` |
| 6 | 奖励规则fastClear=1 → +2 金,=2 → +5 金allAlive → +1 刷新石(走 MissionEconomy |
| 7 | **编辑器操作**mission.prefab 新增 `banner` 节点Label+背景),挂 BattleBannerComp |
**Commit**`feat(battle): wave clear banner, boss warning and screen shake`
---
### Step 3.2 — P2-1 波次 HUD + P2-4 金币飞行
**改动文件****新增** WaveHudComp.ts、**新增** CoinFlyComp.ts、HeroAtkSystem.ts、mission.prefab编辑器
| # | 操作 |
|---|---|
| 1 | `WaveHudComp`:监听 NewWave 缓存 total0.2s 轮询 `mon_num + pending_mon_num` 刷新进度条;静态生成 20 格旗帜(`getWaveType(i)===Pressure` 置 Boss 帧),当前回合脉动 |
| 2 | HeroAtkSystem `scheduleDrop` 后 dispatch `CoinFly { worldPos, gold, isBoss }``onDeath` MON 分支 dispatch `MonDead` |
| 3 | `CoinFlyComp`:独立 NodePool上限 303-5 枚Boss 8 枚)金币抛物线散开→加速飞向钱包;金币帧运行时取编辑器绑定的 `coinIconSrc.spriteFrame`**账务立即结算、飞行纯表现** |
| 4 | **编辑器操作**prefab 新增 `wave_hud`wave_lab/remain_lab/progress/flags`fly_layer`(最高 sibling挂组件并拖绑定 |
**Commit**`feat(battle): wave progress HUD and coin fly animation`
---
### Step 3.3 — P3-1 连杀 Combo
**改动文件****新增** ComboComp.ts、mission.prefab编辑器
| # | 操作 |
|---|---|
| 1 | `ComboComp`:监听 MonDead2s 滑动窗口计数5/10/20 阈值派发 `ComboReach { count, tier }`MissionEnd 清零 |
| 2 | BattleBannerComp 消费 ComboReach分级文案/颜色/震屏tier2 `shake(8,0.3)`+ 金币爆发 2/5/10 |
| 3 | **编辑器操作**prefab 挂 ComboComp |
**Commit**`feat(battle): kill combo system with tiered rewards`
---
## 执行约束
**每次 commit 前必做**
1. `validateRogueConfig()` 返回空数组
2. GetDiagnostics 检查改动文件无 TS 错误
3. 手动验证项按各 Step 的验证清单执行
**Commit message** 遵循项目规范Conventional Commits、英文、祈使句、≤50 字符)。
**资源依赖**不阻塞开发可后期补Boss 旗帜帧 ×1、清屏/Boss 预警/连杀音效 ×5、金币入袋音效 ×1——占位方案flash/dun/Hit/Critical/Fire/button 复用。
**风险最高的两步**Step 1.1PrepareEnd 时序坑)和 Step 2.3P1-2/P1-3 必须同批)。实施时优先单独验证这两点。
---
## 附录:关键数值速查
| 参数 | 现值 | 目标值 | 所属 Step |
|---|---|---|---|
| getWaveType Relax 位 | wave%5==1 | wave%5==4 | 1.3 |
| Boss 批次 | batch 0 | batch 2 + 3 护卫 | 1.4 |
| maxMonsterCount / resume | 80 / 45 | 60 / 40 | 1.1 |
| WAVE_TIMEOUT | 无 | 75sBoss 90s | 1.2 |
| BATCH_RATIO | 33/33/33 | 25/35/40 + 收尾小队×2 | 2.2 |
| 刷怪间隔 | 0.3s 统一 | Normal 0.18 / Pressure 0.25 / Relax 0.12 | 2.2 |
| 清场加速 | 无 | 存活≤25% 时 batchTimer += 2s | 2.3 |
| DynamicTuner | ±0.05 步进 [0.5, 2.0] | 连续映射+滞回 [0.7, 1.3] | 2.3 |
| WAVE_HEAL_RATE | 0.5 | 0.4 | 2.3 |
| 回合间倒计时 | 固定 5s | 2.5 / 4 / 5 三档 | 2.4 |
| power_adjust 17/18/19 | 未使用 | 1.05 / 1.10 / 1.20 | 2.1 |

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"time": 0
},
{
"__type__": "cc.CompPrefabInfo",
@@ -504,4 +508,4 @@
"instance": null,
"targetOverrides": null
}
]
]

View File

@@ -105,8 +105,8 @@
},
"_lscale": {
"__type__": "cc.Vec3",
"x": 0.5,
"y": 0.5,
"x": 0.3,
"y": 0.3,
"z": 1
},
"_mobility": 0,
@@ -250,7 +250,11 @@
},
"atk_x": 10,
"atk_y": 15,
"_id": ""
"_id": "",
"runType": 1,
"endType": 2,
"speed": 720,
"time": 0
},
{
"__type__": "cc.CompPrefabInfo",
@@ -336,4 +340,4 @@
"instance": null,
"targetOverrides": null
}
]
]

View File

@@ -105,8 +105,8 @@
},
"_lscale": {
"__type__": "cc.Vec3",
"x": 0.4,
"y": 0.4,
"x": 0.3,
"y": 0.3,
"z": 1
},
"_mobility": 0,
@@ -250,7 +250,11 @@
},
"atk_x": 10,
"atk_y": 15,
"_id": ""
"_id": "",
"runType": 1,
"endType": 2,
"speed": 720,
"time": 0
},
{
"__type__": "cc.CompPrefabInfo",
@@ -336,4 +340,4 @@
"instance": null,
"targetOverrides": null
}
]
]

View File

@@ -105,8 +105,8 @@
},
"_lscale": {
"__type__": "cc.Vec3",
"x": 0.5,
"y": 0.5,
"x": 0.3,
"y": 0.3,
"z": 1
},
"_mobility": 0,

View File

@@ -105,8 +105,8 @@
},
"_lscale": {
"__type__": "cc.Vec3",
"x": 0.5,
"y": 0.5,
"x": 0.3,
"y": 0.3,
"z": 1
},
"_mobility": 0,

View File

@@ -105,8 +105,8 @@
},
"_lscale": {
"__type__": "cc.Vec3",
"x": 0.5,
"y": 0.5,
"x": 0.3,
"y": 0.3,
"z": 1
},
"_mobility": 0,

View File

@@ -105,8 +105,8 @@
},
"_lscale": {
"__type__": "cc.Vec3",
"x": 0.4,
"y": 0.4,
"x": 0.3,
"y": 0.3,
"z": 1
},
"_mobility": 0,
@@ -250,7 +250,11 @@
},
"atk_x": 10,
"atk_y": 15,
"_id": ""
"_id": "",
"runType": 1,
"endType": 2,
"speed": 720,
"time": 0
},
{
"__type__": "cc.CompPrefabInfo",
@@ -336,4 +340,4 @@
"instance": null,
"targetOverrides": null
}
]
]

View File

@@ -105,8 +105,8 @@
},
"_lscale": {
"__type__": "cc.Vec3",
"x": 0.4,
"y": 0.4,
"x": 0.3,
"y": 0.3,
"z": 1
},
"_mobility": 0,
@@ -250,7 +250,11 @@
},
"atk_x": 10,
"atk_y": 15,
"_id": ""
"_id": "",
"runType": 1,
"endType": 2,
"speed": 720,
"time": 0
},
{
"__type__": "cc.CompPrefabInfo",
@@ -336,4 +340,4 @@
"instance": null,
"targetOverrides": null
}
]
]

View File

@@ -105,8 +105,8 @@
},
"_lscale": {
"__type__": "cc.Vec3",
"x": 0.5,
"y": 0.5,
"x": 0.3,
"y": 0.3,
"z": 1
},
"_mobility": 0,

View File

@@ -105,8 +105,8 @@
},
"_lscale": {
"__type__": "cc.Vec3",
"x": 0.5,
"y": 0.5,
"x": 0.3,
"y": 0.3,
"z": 1
},
"_mobility": 0,

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@@ -4746,7 +4746,7 @@
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": 22.263000000000016,
"y": 14.014,
"z": 0
},
"_lrot": {

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@@ -232,7 +232,7 @@
"_top": 0,
"_bottom": 546.004,
"_horizontalCenter": 0,
"_verticalCenter": 143,
"_verticalCenter": -7,
"_isAbsLeft": true,
"_isAbsRight": true,
"_isAbsTop": true,
@@ -276,7 +276,7 @@
"value": {
"__type__": "cc.Vec3",
"x": 0,
"y": 783,
"y": 633,
"z": 0
}
},

View File

@@ -5958,10 +5958,10 @@
"height": 61,
"rawWidth": 54,
"rawHeight": 61,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"borderTop": 28,
"borderBottom": 33,
"borderLeft": 27,
"borderRight": 27,
"packable": true,
"pixelsToUnit": 100,
"pivotX": 0.5,
@@ -6006,8 +6006,8 @@
"rawHeight": 24,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"borderLeft": 25,
"borderRight": 25,
"packable": true,
"pixelsToUnit": 100,
"pivotX": 0.5,

View File

@@ -30,7 +30,7 @@ export function getCardIconId(cardData: CardConfig | null): string {
// 2. 装备卡:取第一个 field 词条图标
if (cardData.field && cardData.field.length > 0) {
const fieldUuid = cardData.field[0];
const fieldUuid = cardData.field[0].uuid;
return FieldSkillSet[fieldUuid]?.icon || `${fieldUuid}`;
}

View File

@@ -0,0 +1,45 @@
/**
* @file ScreenShake.ts
* @description 屏幕震动静态工具(表现层)
*
* 项目内无现成相机震动能力MapViewScene.camera 可能为 null 且从未使用),
* 改为抖动地图根节点 smc.map.MapView.node地图+实体一起震UI 层不受影响)。
*
* 用法:
* ScreenShake.shake(10, 0.4); // 强度 10 像素,持续 0.4 秒
*/
import { tween, Tween, v3, Vec3 } from "cc";
import { smc } from "./SingletonModuleComp";
export class ScreenShake {
/** 地图根节点的基准位置(首次震动时快照,用于收敛回原位,防多次震动漂移) */
private static basePos: Vec3 | null = null;
/**
* 触发一次屏幕震动
* @param strength 像素振幅(建议 4~10
* @param duration 总时长(秒,建议 0.2~0.4
*/
static shake(strength: number = 8, duration: number = 0.3) {
const target = smc.map?.MapView?.node;
if (!target || !target.isValid) return;
if (!this.basePos) this.basePos = target.position.clone();
// 打断进行中的震动(新震动覆盖旧震动,不做强度叠加,避免失控)
Tween.stopAllByTarget(target);
const steps = Math.max(1, Math.floor(duration / 0.04));
const t = tween(target);
for (let i = 0; i < steps; i++) {
t.to(0.04, {
position: v3(
this.basePos.x + (Math.random() * 2 - 1) * strength,
this.basePos.y + (Math.random() * 2 - 1) * strength,
this.basePos.z),
});
}
// 收敛回原位
t.to(0.05, { position: this.basePos }).start();
}
}

View File

@@ -2,7 +2,7 @@
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "a3113d69-645e-4a4b-bf68-a434fcbd6d8d",
"uuid": "a7e31780-029a-4f20-90ad-3e5575c9dac1",
"files": [],
"subMetas": {},
"userData": {}

View File

@@ -38,6 +38,23 @@ export interface CloudData {
openid: string;
data: GameDate;
}
/**
* 死亡英雄快照:英雄真实死亡时记录,供后续复活机制(重新召唤)消费。
* 仅记录静态/成长数据不含战斗内临时状态buff、CD 等)。
*/
export interface DeadHeroRecord {
/** 英雄模板 uuid决定重新召唤哪个英雄 */
uuid: number;
/** 死亡时的英雄等级(复活后继承) */
lv: number;
/** 卡牌等级(驱动 bg_node 颜色) */
card_lv: number;
/** 死亡时占用的站位索引(复活时优先归位,-1 表示未分配) */
posIndex: number;
/** 死亡时的回合数(用于统计/按回合清理) */
wave: number;
}
/** 游戏模块 */
@ecs.register('SingletonModule')
export class SingletonModuleComp extends ecs.Comp {
@@ -58,8 +75,10 @@ export class SingletonModuleComp extends ecs.Comp {
in_select: false,
in_fight: false,
stop_mon_action: false,
heroGrid: [-1, -1, -1, -1, -1, -1],
heroGrid: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1],
monGrid: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1],
/** 本局真实死亡的英雄快照列表,供后续复活机制消费;整局结束(MissionEnd)时清空 */
dead_heroes: [] as DeadHeroRecord[],
};
data: any = {
openid: '',
@@ -85,6 +104,8 @@ export class SingletonModuleComp extends ecs.Comp {
game_pause: false,
mission_data: {
mon_num: 0,//怪物数量
pending_mon_num: 0,//待刷出怪物数量MissionMonComp 每帧写入,供回合结束检测与 HUD 进度)
wave_early_skip: 0,//本回合清场加速累计节省的秒数MissionComp 用于还原 DDA 判定口径)
hero_num: 0,//英雄数量
hero_max_num: FightSet.HERO_MAX_NUM,//英雄可召唤上限
hero_extend_max_num: FightSet.HERO_MAX_NUM + 1,//英雄可拓展上限

View File

@@ -104,12 +104,12 @@ export const BuffList: Record<number, BuffConfig> = {
modifiers: [{ attr: Attrs.critical, op: ModOp.Flat, value: 30 }],
info: "暴击率提升 30%,持续 5 秒",
},
// 击退概率强化(限时)
// 击退距离强化(限时)
7013: {
id: 7013, name: "击退爆发", icon: "Stat_Stun_01",
category: BuffCategory.Buff, duration: 5, max_stack: 1,
modifiers: [{ attr: Attrs.knockback_chance, op: ModOp.Flat, value: 30 }],
info: "击退概率提升 30%,持续 5 秒",
info: "击退距离提升 30持续 5 秒",
},
// 穿透强化(限时)
7014: {
@@ -167,4 +167,11 @@ export const BuffList: Record<number, BuffConfig> = {
modifiers: [{ attr: Attrs.freeze_chance, op: ModOp.Flat, value: 5 }],
info: "冰冻概率提升 5%,持续 5 秒",
},
// 穿透伤害强化(限时)
7022: {
id: 7022, name: "穿透伤害爆发", icon: "Stat_Tripleshot",
category: BuffCategory.Buff, duration: 5, max_stack: 1,
modifiers: [{ attr: Attrs.puncture_dmg_bonus, op: ModOp.Flat, value: 30 }],
info: "穿透后伤害提升 30%,持续 5 秒",
},
};

View File

@@ -1,5 +1,5 @@
import * as exp from "constants"
import { HeroInfo, HeroList, HType } from "./heroSet"
import { HeroInfo, HeroList, HType, FieldEntry } from "./heroSet"
import { oops } from "db://oops-framework/core/Oops"
import { SkillOverrides, TGroup } from "./SkillSet"
@@ -73,7 +73,7 @@ export interface CardConfig {
t_inv?: number // 触发间隔(秒)
keep_waves?: number // 维持的回合数(-1表示持续到战斗结束0或undefined表示仅本回合
overrides?: SkillOverrides // 技能参数覆写如自定义伤害ap、buff值、金币数等
field?: number[] // 装备词条数组驻场光环卡trigger_type=Field的属性词条支持单卡多词条(如 [7002, 7004, 7005] 同时提供攻击/暴击/暴伤
field?: FieldEntry[] // 装备词条数组驻场光环卡trigger_type=Field的属性词条支持单卡多词条value 为实际生效数值(如 [{uuid:7002,value:0.1},{uuid:7004,value:0.1}] 同时提供攻击/暴击)
/** 触发类型(必填,技能卡专用;功能卡/英雄卡可缺省) */
trigger_type?: CardTriggerType;
@@ -102,17 +102,26 @@ function getHeroCost(cardLv: number): number {
return 15;
}
/**
* 英雄卡按 card_lv 分配抽取权重(几何递减,高等级越稀有)。
* 梯度lv1=40, lv2=25, lv3=15, lv4=8, lv5=3
*/
const HERO_WEIGHT_BY_LV: Record<number, number> = {
1: 40, 2: 25, 3: 15, 4: 8, 5: 3,
};
function getHeroWeight(cardLv: number): number {
return HERO_WEIGHT_BY_LV[cardLv] ?? HERO_WEIGHT_BY_LV[1];
}
HeroList.forEach(uuid => {
const hero = HeroInfo[uuid];
if (!hero) return;
const baseWeight = 25;
CardPoolList.push({
uuid: hero.uuid,
type: CardType.Hero,
cost: getHeroCost(hero.card_lv ?? 1),
weight: baseWeight,
weight: getHeroWeight(hero.card_lv ?? 1),
card_lv: hero.card_lv ?? 1,
kind: CKind.Hero,
hero_lv: 1,

View File

@@ -15,6 +15,7 @@
* - FieldSkillSetSkillSet—— 属性词条配置
*/
import { CardConfig, CardType, CKind, CardTriggerType } from "./CardSet";
import { FieldEntry } from "./heroSet";
/** 装备卡原始数据(仅装备相关字段,由 EquipSet 内部转换为 CardConfig */
interface EquipRawData {
@@ -23,63 +24,66 @@ interface EquipRawData {
name: string;
info: string;
icon?: string; // 图标ID对应 ui6 图集 frame 名)
field: number[];
field: FieldEntry[]; // 驻场光环词条uuid 指向 FieldSkillSet 底座value 为实际生效数值
cost?: number;
}
/** 装备卡原始数据表 */
const EquipRawList: EquipRawData[] = [
// ==================== card_lv 1 档(基础强度) ====================
{ uuid: 8701, card_lv: 1, icon: "Helmet-FA_Helmet_021_Gray", name: "战后恢复", info: "战斗结束生命回复量+10%", field: [7001] },
{ uuid: 8702, card_lv: 1, icon: "Sword-FA_WP_Main_Sword_003_GrayGold", name: "攻击加成", info: "全体攻击力+10%", field: [7002] },
{ uuid: 8703, card_lv: 1, icon: "Blunt-FA_WP_Main_Blunt_002_Wood", name: "击晕加成", info: "全体击晕概率+10%", field: [7003] },
{ uuid: 8704, card_lv: 1, icon: "Axe-FA_WP_Main_Axe_001_WoodGray", name: "暴击加成", info: "全体暴击率+10%", field: [7004] },
{ uuid: 8705, card_lv: 1, icon: "Bow-FA_WP_Main_Bow_003_WoodGreen", name: "暴伤加成", info: "全体暴击伤害+20%", field: [7005] },
{ uuid: 8706, card_lv: 1, icon: "Crossbow-FA_WP_Main_Crossbow_001_WoodWhite", name: "攻速加成", info: "全体攻击速度+10%", field: [7006] },
{ uuid: 8707, card_lv: 1, icon: "Chest-FA_Chest_014_Gray", name: "生命加成", info: "全体最大生命+10%", field: [7007] },
{ uuid: 8708, card_lv: 1, icon: "Wand-FA_WP_Main_Wand_001_GrayGreen", name: "风怒加成", info: "全体风怒概率+10%", field: [7008] },
{ uuid: 8709, card_lv: 1, icon: "Spear-FA_WP_Main_Spear_004_WoodBlue", name: "穿刺加成", info: "全体穿刺概率+10%", field: [7009] },
{ uuid: 8710, card_lv: 1, icon: "Shield-FA_WP_Sub_Shield_007_GoldGray", name: "金币收益", info: "每回合金币收益+1", field: [7010] },
{ uuid: 8711, card_lv: 1, icon: "Staff-FA_WP_Main_Staff_003_WoodSkyblue", name: "出售强化", info: "卖出英雄金币+1", field: [7011] },
{ uuid: 8701, card_lv: 1, icon: "Helmet-FA_Helmet_021_Gray", name: "战后恢复", info: "战斗结束生命回复量+10%", field: [{ uuid: 7001, value: 0.1 }] },
{ uuid: 8702, card_lv: 1, icon: "Sword-FA_WP_Main_Sword_003_GrayGold", name: "攻击加成", info: "全体攻击力+10%", field: [{ uuid: 7002, value: 0.1 }] },
{ uuid: 8703, card_lv: 1, icon: "Blunt-FA_WP_Main_Blunt_002_Wood", name: "击晕加成", info: "全体击晕概率+10%", field: [{ uuid: 7003, value: 0.1 }] },
{ uuid: 8704, card_lv: 1, icon: "Axe-FA_WP_Main_Axe_001_WoodGray", name: "暴击加成", info: "全体暴击率+10%", field: [{ uuid: 7004, value: 0.1 }] },
{ uuid: 8705, card_lv: 1, icon: "Bow-FA_WP_Main_Bow_003_WoodGreen", name: "暴伤加成", info: "全体暴击伤害+20%", field: [{ uuid: 7005, value: 0.2 }] },
{ uuid: 8706, card_lv: 1, icon: "Crossbow-FA_WP_Main_Crossbow_001_WoodWhite", name: "攻速加成", info: "全体攻击速度+10%", field: [{ uuid: 7006, value: 0.1 }] },
{ uuid: 8707, card_lv: 1, icon: "Chest-FA_Chest_014_Gray", name: "生命加成", info: "全体最大生命+10%", field: [{ uuid: 7007, value: 0.1 }] },
{ uuid: 8708, card_lv: 1, icon: "Wand-FA_WP_Main_Wand_001_GrayGreen", name: "风怒加成", info: "全体风怒概率+10%", field: [{ uuid: 7008, value: 0.1 }] },
{ uuid: 8709, card_lv: 1, icon: "Spear-FA_WP_Main_Spear_004_WoodBlue", name: "穿刺加成", info: "全体穿刺概率+10%", field: [{ uuid: 7009, value: 0.1 }] },
{ uuid: 8712, card_lv: 1, icon: "Spear-FA_WP_Main_Spear_004_WoodBlue", name: "破甲加成", info: "全体穿透后伤害+10%", field: [{ uuid: 7020, value: 0.1 }] },
{ uuid: 8710, card_lv: 1, icon: "Shield-FA_WP_Sub_Shield_007_GoldGray", name: "金币收益", info: "每回合金币收益+1", field: [{ uuid: 7010, value: 1 }] },
{ uuid: 8711, card_lv: 1, icon: "Staff-FA_WP_Main_Staff_003_WoodSkyblue", name: "出售强化", info: "卖出英雄金币+1", field: [{ uuid: 7011, value: 1 }] },
// 多词条装备
{ uuid: 8720, card_lv: 1, icon: "Shield-FA_WP_Sub_Shield_007_GoldGray", name: "勇者护符", info: "全体攻击力+10%, 暴击率+10%, 暴击伤害+20%", field: [7002, 7004, 7005] },
{ uuid: 8720, card_lv: 1, icon: "Shield-FA_WP_Sub_Shield_007_GoldGray", name: "勇者护符", info: "全体攻击力+10%, 暴击率+10%, 暴击伤害+20%", field: [{ uuid: 7002, value: 0.1 }, { uuid: 7004, value: 0.1 }, { uuid: 7005, value: 0.2 }] },
// ==================== card_lv 2 档(强度 ×2 ====================
{ uuid: 8751, card_lv: 2, icon: "Helmet-FA_Helmet_022_DarkBlue", name: "战后恢复", info: "战斗结束生命回复量+20%", field: [7201] },
{ uuid: 8752, card_lv: 2, icon: "Sword-FA_WP_Main_Sword_007_Blue", name: "攻击加成", info: "全体攻击力+20%", field: [7202] },
{ uuid: 8753, card_lv: 2, icon: "Blunt-FA_WP_Main_Blunt_004_Gray", name: "击晕加成", info: "全体击晕概率+20%", field: [7203] },
{ uuid: 8754, card_lv: 2, icon: "Axe-FA_WP_Main_Axe_006_WoodBronze", name: "暴击加成", info: "全体暴击率+20%", field: [7204] },
{ uuid: 8755, card_lv: 2, icon: "Bow-FA_WP_Main_Bow_010_Blue", name: "暴伤加成", info: "全体暴击伤害+40%", field: [7205] },
{ uuid: 8756, card_lv: 2, icon: "Crossbow-FA_WP_Main_Crossbow_004_Gray", name: "攻速加成", info: "全体攻击速度+20%", field: [7206] },
{ uuid: 8757, card_lv: 2, icon: "Chest-FA_Chest_014_BlueGold", name: "生命加成", info: "全体最大生命+20%", field: [7207] },
{ uuid: 8758, card_lv: 2, icon: "Wand-FA_WP_Main_Wand_003_BlueWood", name: "风怒加成", info: "全体风怒概率+20%", field: [7208] },
{ uuid: 8759, card_lv: 2, icon: "Spear-FA_WP_Main_Spear_007_GraySkyblue", name: "穿刺加成", info: "全体穿刺概率+20%", field: [7209] },
{ uuid: 8760, card_lv: 2, icon: "Shield-FA_WP_Sub_Shield_008_BlueGold", name: "金币收益", info: "每回合金币收益+2", field: [7210] },
{ uuid: 8761, card_lv: 2, icon: "Shield-FA_WP_Sub_Shield_008_BlueGold", name: "购买优惠", info: "购买卡牌费用-2金币", field: [7212] },
{ uuid: 8762, card_lv: 2, icon: "Staff-FA_WP_Main_Staff_007_WoodGray", name: "刷新优惠", info: "刷新卡牌费用-1金币", field: [7213] },
{ uuid: 8751, card_lv: 2, icon: "Helmet-FA_Helmet_022_DarkBlue", name: "战后恢复", info: "战斗结束生命回复量+20%", field: [{ uuid: 7001, value: 0.2 }] },
{ uuid: 8752, card_lv: 2, icon: "Sword-FA_WP_Main_Sword_007_Blue", name: "攻击加成", info: "全体攻击力+20%", field: [{ uuid: 7002, value: 0.2 }] },
{ uuid: 8753, card_lv: 2, icon: "Blunt-FA_WP_Main_Blunt_004_Gray", name: "击晕加成", info: "全体击晕概率+20%", field: [{ uuid: 7003, value: 0.2 }] },
{ uuid: 8754, card_lv: 2, icon: "Axe-FA_WP_Main_Axe_006_WoodBronze", name: "暴击加成", info: "全体暴击率+20%", field: [{ uuid: 7004, value: 0.2 }] },
{ uuid: 8755, card_lv: 2, icon: "Bow-FA_WP_Main_Bow_010_Blue", name: "暴伤加成", info: "全体暴击伤害+40%", field: [{ uuid: 7005, value: 0.4 }] },
{ uuid: 8756, card_lv: 2, icon: "Crossbow-FA_WP_Main_Crossbow_004_Gray", name: "攻速加成", info: "全体攻击速度+20%", field: [{ uuid: 7006, value: 0.2 }] },
{ uuid: 8757, card_lv: 2, icon: "Chest-FA_Chest_014_BlueGold", name: "生命加成", info: "全体最大生命+20%", field: [{ uuid: 7007, value: 0.2 }] },
{ uuid: 8758, card_lv: 2, icon: "Wand-FA_WP_Main_Wand_003_BlueWood", name: "风怒加成", info: "全体风怒概率+20%", field: [{ uuid: 7008, value: 0.2 }] },
{ uuid: 8759, card_lv: 2, icon: "Spear-FA_WP_Main_Spear_007_GraySkyblue", name: "穿刺加成", info: "全体穿刺概率+20%", field: [{ uuid: 7009, value: 0.2 }] },
{ uuid: 8763, card_lv: 2, icon: "Spear-FA_WP_Main_Spear_007_GraySkyblue", name: "破甲加成", info: "全体穿透后伤害+20%", field: [{ uuid: 7020, value: 0.2 }] },
{ uuid: 8760, card_lv: 2, icon: "Shield-FA_WP_Sub_Shield_008_BlueGold", name: "金币收益", info: "每回合金币收益+2", field: [{ uuid: 7010, value: 2 }] },
{ uuid: 8761, card_lv: 2, icon: "Shield-FA_WP_Sub_Shield_008_BlueGold", name: "购买优惠", info: "购买卡牌费用-2金币", field: [{ uuid: 7012, value: 2 }] },
{ uuid: 8762, card_lv: 2, icon: "Staff-FA_WP_Main_Staff_007_WoodGray", name: "刷新优惠", info: "刷新卡牌费用-1金币", field: [{ uuid: 7013, value: 1 }] },
// 多词条装备
{ uuid: 8770, card_lv: 2, icon: "Chest-FA_Chest_014_BlueGold", name: "守卫护甲", info: "全体最大生命+20%, 战后生命回复+20%, 攻速+20%", field: [7207, 7201, 7206] },
{ uuid: 8770, card_lv: 2, icon: "Chest-FA_Chest_014_BlueGold", name: "守卫护甲", info: "全体最大生命+20%, 战后生命回复+20%, 攻速+20%", field: [{ uuid: 7007, value: 0.2 }, { uuid: 7001, value: 0.2 }, { uuid: 7006, value: 0.2 }] },
// ==================== card_lv 3 档(强度 ×3 ====================
{ uuid: 8801, card_lv: 3, icon: "Helmet-FA_Helmet_021_RedGold", name: "战后恢复", info: "战斗结束生命回复量+30%", field: [7401] },
{ uuid: 8802, card_lv: 3, icon: "Sword-FA_WP_Main_Sword_001_Gold", name: "攻击加成", info: "全体攻击力+30%", field: [7402] },
{ uuid: 8803, card_lv: 3, icon: "Blunt-FA_WP_Main_Blunt_006_OrangeGray", name: "击晕加成", info: "全体击晕概率+30%", field: [7403] },
{ uuid: 8804, card_lv: 3, icon: "Axe-FA_WP_Main_Axe_012_WoodGold", name: "暴击加成", info: "全体暴击率+30%", field: [7404] },
{ uuid: 8805, card_lv: 3, icon: "Bow-FA_WP_Main_Bow_010_Gold", name: "暴伤加成", info: "全体暴击伤害+60%", field: [7405] },
{ uuid: 8806, card_lv: 3, icon: "Crossbow-FA_WP_Main_Crossbow_005_WoodGold", name: "攻速加成", info: "全体攻击速度+30%", field: [7406] },
{ uuid: 8807, card_lv: 3, icon: "Chest-FA_Chest_015_RedGold", name: "生命加成", info: "全体最大生命+30%", field: [7407] },
{ uuid: 8808, card_lv: 3, icon: "Wand-FA_WP_Main_Wand_004_WoodGold", name: "风怒加成", info: "全体风怒概率+30%", field: [7408] },
{ uuid: 8809, card_lv: 3, icon: "Spear-FA_WP_Main_Spear_008_GrayGold", name: "穿刺加成", info: "全体穿刺概率+30%", field: [7409] },
{ uuid: 8810, card_lv: 3, icon: "Shield-FA_WP_Sub_Shield_009_RedGold", name: "金币收益", info: "每回合金币收益+3", field: [7410] },
{ uuid: 8801, card_lv: 3, icon: "Helmet-FA_Helmet_021_RedGold", name: "战后恢复", info: "战斗结束生命回复量+30%", field: [{ uuid: 7001, value: 0.3 }] },
{ uuid: 8802, card_lv: 3, icon: "Sword-FA_WP_Main_Sword_001_Gold", name: "攻击加成", info: "全体攻击力+30%", field: [{ uuid: 7002, value: 0.3 }] },
{ uuid: 8803, card_lv: 3, icon: "Blunt-FA_WP_Main_Blunt_006_OrangeGray", name: "击晕加成", info: "全体击晕概率+30%", field: [{ uuid: 7003, value: 0.3 }] },
{ uuid: 8804, card_lv: 3, icon: "Axe-FA_WP_Main_Axe_012_WoodGold", name: "暴击加成", info: "全体暴击率+30%", field: [{ uuid: 7004, value: 0.3 }] },
{ uuid: 8805, card_lv: 3, icon: "Bow-FA_WP_Main_Bow_010_Gold", name: "暴伤加成", info: "全体暴击伤害+60%", field: [{ uuid: 7005, value: 0.6 }] },
{ uuid: 8806, card_lv: 3, icon: "Crossbow-FA_WP_Main_Crossbow_005_WoodGold", name: "攻速加成", info: "全体攻击速度+30%", field: [{ uuid: 7006, value: 0.3 }] },
{ uuid: 8807, card_lv: 3, icon: "Chest-FA_Chest_015_RedGold", name: "生命加成", info: "全体最大生命+30%", field: [{ uuid: 7007, value: 0.3 }] },
{ uuid: 8808, card_lv: 3, icon: "Wand-FA_WP_Main_Wand_004_WoodGold", name: "风怒加成", info: "全体风怒概率+30%", field: [{ uuid: 7008, value: 0.3 }] },
{ uuid: 8809, card_lv: 3, icon: "Spear-FA_WP_Main_Spear_008_GrayGold", name: "穿刺加成", info: "全体穿刺概率+30%", field: [{ uuid: 7009, value: 0.3 }] },
{ uuid: 8817, card_lv: 3, icon: "Spear-FA_WP_Main_Spear_008_GrayGold", name: "破甲加成", info: "全体穿透后伤害+30%", field: [{ uuid: 7020, value: 0.3 }] },
{ uuid: 8810, card_lv: 3, icon: "Shield-FA_WP_Sub_Shield_009_RedGold", name: "金币收益", info: "每回合金币收益+3", field: [{ uuid: 7010, value: 3 }] },
// 触发次数强化
{ uuid: 8811, card_lv: 3, icon: "Wand-FA_WP_Main_Wand_004_WoodGold", name: "召唤强化", info: "召唤触发技能次数+1", field: [7014] },
{ uuid: 8812, card_lv: 3, icon: "Staff-FA_WP_Main_Staff_005_WoodGold", name: "死亡强化", info: "死亡触发技能次数+1", field: [7015] },
{ uuid: 8813, card_lv: 3, icon: "Spear-FA_WP_Main_Spear_008_GrayGold", name: "开场强化", info: "战斗开始触发技能次数+1", field: [7016] },
{ uuid: 8814, card_lv: 3, icon: "Blunt-FA_WP_Main_Blunt_006_OrangeGray", name: "结束强化", info: "战斗结束触发技能次数+1", field: [7017] },
{ uuid: 8815, card_lv: 3, icon: "Sword-FA_WP_Main_Sword_001_Gold", name: "攻击强化", info: "攻击触发技能次数+1", field: [7018] },
{ uuid: 8816, card_lv: 3, icon: "Shield-FA_WP_Sub_Shield_009_RedGold", name: "受击强化", info: "被攻击触发技能次数+1", field: [7019] },
{ uuid: 8811, card_lv: 3, icon: "Wand-FA_WP_Main_Wand_004_WoodGold", name: "召唤强化", info: "召唤触发技能次数+1", field: [{ uuid: 7014, value: 1 }] },
{ uuid: 8812, card_lv: 3, icon: "Staff-FA_WP_Main_Staff_005_WoodGold", name: "死亡强化", info: "死亡触发技能次数+1", field: [{ uuid: 7015, value: 1 }] },
{ uuid: 8813, card_lv: 3, icon: "Spear-FA_WP_Main_Spear_008_GrayGold", name: "开场强化", info: "战斗开始触发技能次数+1", field: [{ uuid: 7016, value: 1 }] },
{ uuid: 8814, card_lv: 3, icon: "Blunt-FA_WP_Main_Blunt_006_OrangeGray", name: "结束强化", info: "战斗结束触发技能次数+1", field: [{ uuid: 7017, value: 1 }] },
{ uuid: 8815, card_lv: 3, icon: "Sword-FA_WP_Main_Sword_001_Gold", name: "攻击强化", info: "攻击触发技能次数+1", field: [{ uuid: 7018, value: 1 }] },
{ uuid: 8816, card_lv: 3, icon: "Shield-FA_WP_Sub_Shield_009_RedGold", name: "受击强化", info: "被攻击触发技能次数+1", field: [{ uuid: 7019, value: 1 }] },
// 多词条装备
{ uuid: 8820, card_lv: 3, icon: "Sword-FA_WP_Main_Sword_001_Gold", name: "神圣之刃", info: "全体攻击力+30%, 暴击率+30%, 暴击伤害+60%, 攻速+30%", field: [7402, 7404, 7405, 7406] },
{ uuid: 8820, card_lv: 3, icon: "Sword-FA_WP_Main_Sword_001_Gold", name: "神圣之刃", info: "全体攻击力+30%, 暴击率+30%, 暴击伤害+60%, 攻速+30%", field: [{ uuid: 7002, value: 0.3 }, { uuid: 7004, value: 0.3 }, { uuid: 7005, value: 0.6 }, { uuid: 7006, value: 0.3 }] },
];
/**

View File

@@ -88,5 +88,14 @@ export enum GameEvent {
UseEquipCard = "UseEquipCard", // 装备卡购买使用事件
RemoveEquipBox = "RemoveEquipBox", // 装备盒销毁事件
HeroBoxEmptyClick = "HeroBoxEmptyClick", // 英雄面板空槽位点击事件(展示英雄卡池)
BossWarning = "BossWarning", // Boss 回合战斗开始预警payload: { wave, eta }eta 为 Boss 预计进场秒数)
/** 回合清屏(场上+待刷怪全灭payload: { wave, clearTime, allAlive, fastClear } */
WaveClear = "WaveClear",
/** Boss 实体刷出瞬间payload: { pos },供登场震屏/音效定位) */
BossSpawn = "BossSpawn",
/** 金币飞行表现payload: { worldPos, gold, isBoss },账务已即时结算,纯视觉事件) */
CoinFly = "CoinFly",
/** 连杀达阈值payload: { count, tier }tier 0/1/2 对应 5/10/20 连杀) */
ComboReach = "ComboReach",
}

View File

@@ -13,7 +13,7 @@ export enum BoxSet {
LETF_END = -360,
RIGHT_END = 360,
//游戏地平线
GAME_LINE = 160,
GAME_LINE = 10,
/** 技能/装备各自独立的上限 */
BOX_MAX = 6,
}
@@ -29,7 +29,7 @@ export enum FightSet {
CRIT_DAMAGE = 50,//暴击伤害
MORE_RC = 10,//更多次数 广告获取的次数
HEARTPOS = -320,//基地位置
HERO_MAX_NUM = 3,//英雄最大数量
HERO_MAX_NUM = 10,//英雄最大数量
/** 英雄可升级到的最高等级(通过升级卡提升) */
HERO_MAX_LV = 6,
/** 英雄技能等级上限(无限升级下技能 5 级封顶,超出等级只长属性) */
@@ -39,15 +39,17 @@ export enum FightSet {
// BACK_RANG=30,//后退范围
BACK_RANG = 30,//后退范围
FiIGHT_TIME = 30,//战斗时间
// BACK_CHANCE=40,//击退概率
FROST_TIME = 3,//冰冻时间
STUN_TIME = 2,//击晕时间
SKILL_CAST_DELAY = 0.15,
CSKILL_START_X = -340,
CSKILL_START_Y = 30,
/** 护盾数值上限数值减免型1 点护盾吸收 1 点伤害) */
SHIELD_MAX = 5,
WAVE_HEAL_RATE = 0.5, // 回合结束时所有英雄恢复最大生命值的比例
WAVE_HEAL_RATE = 0.4, // 回合结束时所有英雄恢复最大生命值的比例(与 DDA 放水兜底分层:回血保节奏,放水防崩盘)
PUNCTURE_DOWN = 50,
/** 穿透伤害衰减系数单体技能命中第2个及以后目标时按此比例折算伤害 */
PUNCTURE_DMG_RATIO = 0.5,
REFRESH_COST = 2,
BASE_COST = 5,
INIT_COIN = 7, // 初始金币数

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@@ -31,11 +31,12 @@ export enum Attrs {
freeze_res = "freeze_res", // 冰冻抗性
stun_chance = "stun_chance", // 击晕概率
stun_res = "stun_res", // 击晕抗性
knockback_chance = "knockback_chance", // 击退概率
knockback_chance = "knockback_chance", // 击退强化(原击退概率,现转换为击退距离增量)
knockback_distance = "knockback_distance", // 击退距离强化
knockback_res = "knockback_res", // 击退抗性
invincible_time = "invincible_time",// 无敌时间
puncture_chance = "puncture_chance", // 穿透概率
puncture_dmg_bonus = "puncture_dmg_bonus", // 穿透后伤害增量(百分点;最终穿透系数 = PUNCTURE_DMG_RATIO * (1 + bonus/100)
wfuny = "wfuny", // 风怒
}

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@@ -0,0 +1,143 @@
# 英雄设定重构设计方案
> 本文档是 `heroSet.ts` 英雄配置的硬指标规范,所有新增/重构英雄必须遵循。
## 背景
`heroSet.ts` 中的英雄配置进行模板化重构。5011铁壁战士作为标杆保留并改编号为 5001其余英雄全部推翻重来。
## 编号体系
| 号段 | card_lv | 说明 |
|------|---------|------|
| 5001-5099 | 1 | 绿卡英雄池 |
| 5101-5199 | 2 | 蓝卡英雄池 |
| 5201-5299 | 3 | 紫卡英雄池 |
| 5301-5399 | 4 | 红卡英雄池 |
| 5401-5499 | 5 | 金卡英雄池 |
- 不按触发类型分组编号,按讨论顺序依次分配
- 现有英雄只保留 5001原 5011 铁壁战士),其余全部移除
## 规则 1触发节奏模板
所有触发技能统一 3 档成长:**lv1 → s_lv1, lv3 → s_lv2, lv5 → s_lv3**
| 触发类型 | t_num 节奏 | 说明 |
|----------|-----------|------|
| atked受击 | lv1/lv3 恒 5 次lv5 降为 4 次 | 满级质变 |
| atking攻击 | lv1/lv3 恒 5 次lv5 降为 4 次 | 满级质变 |
| dead死亡 | 恒 1 次 | 成长靠数值 |
| fstart回合开始 | 恒 1 次 | 成长靠数值 |
| field光环 | 无 t_num | lv1 基础档(7xxx)lv3 中档(72xxx)lv5 高档(74xxx) |
| revive复活 | 恒 r_num=1 | upr 50% → 60% → 70% |
**核心原则lv5 通过降 t_num或高档数值实现大幅提升。**
### field 光环 uuid 编号规则
| 档位 | uuid 格式 | 示例(攻击光环) |
|------|----------|-----------------|
| lv1 基础档 | 7xxx | 7002 |
| lv3 中档 | 72xxx | 7202 |
| lv5 高档 | 74xxx | 7402 |
## 规则 2品质-档位标准
**card_lv = 基础 1 + 能力加成**
| 能力项 | 加成 | 说明 |
|--------|------|------|
| 基础触发技能1个单体 | +0 | card_lv=1 |
| 更高数值 | +1 | card_lv=2 |
| ap/hp 成长 | +1 | card_lv=2 |
| 范围扩大(单体→全体) | +2 | card_lv=3 |
| 双技能(+revive/光环) | +4 | card_lv=5 |
**组合示例:**
- 1 + 0 = card_lv 1基础
- 1 + 1 = card_lv 2数值强化 或 ap/hp 成长)
- 1 + 2 = card_lv 3范围扩大
- 1 + 1 + 2 = card_lv 4数值 + 范围)
- 1 + 4 = card_lv 5双技能
**双技能定义**:指英雄同时拥有**两个不同的触发类型字段**(如 atked + revive或 dead + field。同一触发类型下的 TriggerGrouped 挂多个 s_uuid 属于主触发类型内的能力组合,不算"双技能"。
**原则:每个英雄单独讨论,根据能力组合定 card_lv不死板规定。**
## 规则 3命名规则
**公式:能力关键词 + 职业后缀**
### 职业后缀词库
| 职业 | 后缀选项 |
|------|---------|
| 战士/坦克 | 战士、勇士、斗士、卫士、守护者、壁垒、磐石 |
| 刺客 | 刺客、杀手、影刃、猎手、潜行者 |
| 弓手 | 弓手、射手、神射、鹰眼、游侠 |
| 法师 | 法师、先知、术士、贤者、祭司 |
| 辅助 | 牧师、祭司、圣言、吟游诗人 |
### 能力关键词词库
| 效果 | 关键词 |
|------|--------|
| 护盾 | 铁壁、壁垒、磐石、守护 |
| 回血 | 不死、再生、血魔、永生 |
| 攻击提升 | 狂战、怒血、嗜血、破晓 |
| 生命提升 | 不朽、钢骨、生命 |
| 暴击 | 致命、绝影、精准 |
| 暴伤 | 破灭、毁灭 |
| 击晕 | 震撼、威慑 |
| 治疗 | 治愈、圣言、祈福 |
| 复活 | 不灭、凤凰、涅槃 |
| 攻速 | 风怒、迅捷 |
| 光环 | 战歌、光环、领域 |
| 穿透伤害 | 破甲、贯甲、穿心 |
### 预设命名示例
| 触发 | 能力 | 预设名字 |
|------|------|---------|
| atked | 护盾 | 铁壁卫士、磐石勇士、壁垒守护者 |
| atked | 回血 | 不死战士、再生斗士、血魔勇士 |
| atked | 攻击 | 怒血狂战、嗜血斗士、破晓勇士 |
| atked | 生命 | 钢骨卫士、不朽战士、生命守护者 |
| atking | 自身攻击 | 影袭刺客、嗜血杀手、暗夜猎手 |
| atking | 自身暴击 | 致命刺客、绝影杀手、精准猎手 |
| atking | 队友攻击 | 援护射手、战歌弓手、鼓舞游侠 |
| atking | 治疗 | 治愈牧师、圣言祭司、祈福诗人 |
| dead | 护盾 | 殉道卫士、守护英魂、牺牲壁垒 |
| dead | 攻击/生命 | 遗志将军、英魂战士、传承斗士 |
| dead | 暴击/暴伤 | 亡语刺客、诅咒杀手、破灭猎手 |
| fstart | 攻击 | 破晓先知、战吼法师、晨光祭司 |
| fstart | 护盾 | 圣光祭司、守护贤者、壁垒法师 |
| field | 攻速 | 战歌法师、风怒先知、迅捷贤者 |
| field | 穿透伤害 | 破甲先知、贯甲贤者、穿心祭司 |
| revive | 复活 | 不灭战魂、凤凰祭司、涅槃贤者 |
## 规则 4info 描述
- **info 字段清空**,或作为内部注释使用
- 玩家看到的技能信息由系统根据触发技能配置自动生成(取满级数据)
## 当前英雄池
| 编号 | 名称 | card_lv | 触发类型 | 能力 | 状态 |
|------|------|---------|---------|------|------|
| 5001 | 铁壁战士 | 1 | atked | 护盾 | 保留(原 5011 |
| 5106 | 破甲射手 | 2 | atking | 穿透伤害计时buff技能 6512 + Buff 7022 | 已创建 |
| 5002+ | 待定 | 待定 | 待定 | 待定 | 待创建 |
## 重构代码变更清单
重构英雄时需同步修改以下位置:
1. `heroSet.ts``calcHeroPowerNormalized``baseHeroId` 默认值从 5011 改为 5001
2. `heroSet.ts``HeroList` 数组更新为新 uuid 列表
3. `heroSet.ts``HeroInfo` 对象全量替换(移除所有 5012-5071含注释代码
4. `CardSet.ts` — 自动从 HeroList 生成卡池,需验证
## 下一步
逐个讨论并创建新英雄,从 5002 开始。

View File

@@ -2,7 +2,7 @@
"ver": "1.0.1",
"importer": "text",
"imported": true,
"uuid": "83563f4f-dcd3-4a6f-a2d8-735a643f593e",
"uuid": "defa93a3-1e05-4fad-b94c-b12ed9651c9a",
"files": [
".json"
],

View File

@@ -1,34 +1,34 @@
/**
* @file HeroSkillDesc.ts
* @description 英雄技能/能力描述的【唯一文字表达标准层】
*
* 设计目标:
* heroSet / SkillSet 中的 info / infos 仅作"基础备注",不再承担面板展示。
* 所有功能性描述(触发技能、驻场光环、复活、等级额外属性加成)统一由本模块
* 依据结构化配置动态拼出,数值永远来自 mergeSkillParams 合并后的实时配置,
* 杜绝"改数值忘改文案"的漂移。
*
* 输出(双格式,供 UI 按需取用):
* - buildSkillDesc(source) → 纯文本Label 用),数值无颜色
* - buildSkillDescRich(source) → 富文本RichText 用BBCode技能名蓝色、数值绿色高亮
* 两者共用同一套结构化行构建逻辑,仅渲染阶段区分,保证纯/富文本内容严格一致。
*
* 通用性(纯配置驱动):
* 1. 触发框架按触发类型遍历SkillSet + overrides不动
* 2. 效果文案:查 SkillDescSet 结构化模板渲染
* 3. 目标/属性名由本模块统一语义化target/hit_count、ATTR_NAME
*
* 数据源(入参抽象 ISkillDescSource
* heroInfo静态 1 级配置)与 HeroAttrsComp运行时应用 evolve 后的当前等级配置)
* 字段结构一致天然都满足。HeroBoxComp 传 model 显示当前等级;卡池/商店传 heroInfo 显示 1 级。
*
* 依赖:
* - heroSet :SkillTriggerName、SkillTriggerType、TriggerGrouped/LvFieldEntry/LvReviveEntry/LvBonusEntry 及 resolver
* - SkillSet :SkillSet、mergeSkillParams、SkillOverrides、SkillKind、TGroup
* - SkillDescSet:结构化描述模板
* - FieldSkillSet驻场技能、BuffList计时 buff 默认值兜底、Attrs属性枚举
*/
import { SkillTriggerName, SkillTriggerType, TriggerGrouped, LvTriggerEntry, LvFieldEntry, LvReviveEntry, LvBonusEntry, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv, getTriggerSkillName, HGrowType, calcGrowBonus } from "./heroSet";
/**
* @file HeroSkillDesc.ts
* @description 英雄技能/能力描述的【唯一文字表达标准层】
*
* 设计目标:
* heroSet / SkillSet 中的 info / infos 仅作"基础备注",不再承担面板展示。
* 所有功能性描述(触发技能、驻场光环、复活、等级额外属性加成)统一由本模块
* 依据结构化配置动态拼出,数值永远来自 mergeSkillParams 合并后的实时配置,
* 杜绝"改数值忘改文案"的漂移。
*
* 输出(双格式,供 UI 按需取用):
* - buildSkillDesc(source) → 纯文本Label 用),数值无颜色
* - buildSkillDescRich(source) → 富文本RichText 用BBCode技能名蓝色、数值绿色高亮
* 两者共用同一套结构化行构建逻辑,仅渲染阶段区分,保证纯/富文本内容严格一致。
*
* 通用性(纯配置驱动):
* 1. 触发框架按触发类型遍历SkillSet + overrides不动
* 2. 效果文案:查 SkillDescSet 结构化模板渲染
* 3. 目标/属性名由本模块统一语义化target/hit_count、ATTR_NAME
*
* 数据源(入参抽象 ISkillDescSource
* heroInfo静态 1 级配置)与 HeroAttrsComp运行时应用 evolve 后的当前等级配置)
* 字段结构一致天然都满足。HeroBoxComp 传 model 显示当前等级;卡池/商店传 heroInfo 显示 1 级。
*
* 依赖:
* - heroSet :SkillTriggerName、SkillTriggerType、TriggerGrouped/LvFieldEntry/LvReviveEntry/LvBonusEntry 及 resolver
* - SkillSet :SkillSet、mergeSkillParams、SkillOverrides、SkillKind、TGroup
* - SkillDescSet:结构化描述模板
* - FieldSkillSet驻场技能、BuffList计时 buff 默认值兜底、Attrs属性枚举
*/
import { SkillTriggerName, SkillTriggerType, TriggerGrouped, LvTriggerEntry, LvFieldEntry, LvReviveEntry, LvBonusEntry, FieldEntry, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv, getTriggerSkillName, HGrowType, calcGrowBonus } from "./heroSet";
import { FieldSkillSet, mergeSkillParams, SkillConfig, SkillKind, SkillOverrides, SkillSet, TGroup } from "./SkillSet";
import { FieldDescSet, FieldValueFmt, SkillDescSet } from "./SkillDescSet";
import { BuffList } from "./BuffSet";
@@ -99,6 +99,18 @@ const ATTR_NAME: Partial<Record<Attrs, string>> = {
/** 富文本数值高亮色(鲜亮绿色,深色面板上高亮醒目) */
const RICH_VALUE_COLOR = "#3CE66E";
/** 数值描边色(深绿,衬托亮绿填充,与技能名橙填充+深褐描边同一设计思路) */
const RICH_VALUE_OUTLINE = "#145A32";
/**
* 数值富文本片段:亮绿填充 + 深绿描边。
* 高亮数值明度高,深色描边增强边缘对比、提升深色面板上的锐度。
* @param text 数值文本(含单位,如 "15%"、"4次"
*/
function valueRich(text: string | number): string {
return `<outline color=${RICH_VALUE_OUTLINE} width=1><color=${RICH_VALUE_COLOR}>${text}</color></outline>`;
}
/** 富文本技能名高亮色(蜜桃橙,暖色系,与面板绿/蓝/红/黄/紫均不冲突) */
const RICH_NAME_COLOR = "#F8C471";
@@ -230,26 +242,26 @@ function buildEffectLine(head: string, skill: SkillConfig): ISkillLine {
* @param showName 是否在行中包含「技能名」片段(英雄面板需要,装备商店不需要)
* @param nameOverride 技能名覆盖(英雄语境传入 heroSet 语境专属命名,缺省用 FieldSkillSet 通用名)
*/
function buildFieldLine(head: string, uuid: number, showName: boolean = true, nameOverride?: string): ISkillLine | null {
const fs = FieldSkillSet[uuid];
function buildFieldLine(head: string, entry: FieldEntry, showName: boolean = true, nameOverride?: string): ISkillLine | null {
const fs = FieldSkillSet[entry.uuid];
if (!fs) return null;
const desc = FieldDescSet[fs.type];
const nameSeg = showName ? `${nameOverride ?? fs.name}` : "";
// 未入表类型回退基础备注 info整行不高亮
if (!desc) return { prefix: `${head}${nameSeg}${fs.info}`, value: "", suffix: "" };
// 数值按格式渲染为高亮片段
// 数值按格式渲染为高亮片段(数值取自词条自身 value
let valueText: string;
switch (desc.fmt) {
case FieldValueFmt.Percent:
valueText = `+${Math.round(fs.value * 100)}%`;
valueText = `+${Math.round(entry.value * 100)}%`;
break;
case FieldValueFmt.IntMinus:
valueText = `-${fs.value}`;
valueText = `-${entry.value}`;
break;
case FieldValueFmt.Int:
default:
valueText = `+${fs.value}`;
valueText = `+${entry.value}`;
break;
}
return { prefix: `${head}${nameSeg}${desc.verb}`, value: valueText, suffix: "" };
@@ -421,8 +433,8 @@ function buildSkillLines(source: ISkillDescSource, showName: boolean = true, sho
if (fieldEntries?.length) {
const tpl = SkillTriggerName[SkillTriggerType.Field] ?? "光环";
if (!showLocked) {
for (const uuid of resolveFieldByLv(fieldEntries, lv)) {
const line = buildFieldLine(`${tpl}:`, uuid, showName);
for (const entry of resolveFieldByLv(fieldEntries, lv)) {
const line = buildFieldLine(`${tpl}:`, entry, showName);
if (line) lines.push(line);
}
} else {
@@ -432,15 +444,15 @@ function buildSkillLines(source: ISkillDescSource, showName: boolean = true, sho
let activeTier: LvFieldEntry | undefined;
for (const tier of sorted) { if (tier.lv <= lv) activeTier = tier; }
if (activeTier) {
for (const uuid of activeTier.uuids) {
const line = buildFieldLine(`Lv${activeTier.lv}: ${tpl} `, uuid, showName);
for (const entry of activeTier.uuids) {
const line = buildFieldLine(`Lv${activeTier.lv}: ${tpl} `, entry, showName);
if (line) lines.push(line);
}
}
for (const tier of sorted) {
if (tier.lv <= lv) continue;
for (const uuid of tier.uuids) {
const line = buildFieldLine(`Lv${tier.lv}: ${tpl} `, uuid, showName);
for (const entry of tier.uuids) {
const line = buildFieldLine(`Lv${tier.lv}: ${tpl} `, entry, showName);
if (!line) continue;
line.locked = true;
lines.push(line);
@@ -498,14 +510,14 @@ export function buildSingleSkillRich(skillUuid: number, overrides?: SkillOverrid
const skill = mergeSkillParams(base, overrides);
// SkillConfig 未定义 cd 字段,冷却时间由外部运行时数据传入;计时模式展示持续时间
const dur = skill.buff_duration ?? (skill.timed_buff_id !== undefined ? BuffList[skill.timed_buff_id]?.duration : undefined) ?? 0;
const cdTag = dur > 0 ? `<color=${RICH_VALUE_COLOR}>持续:${dur}s</color>` : "";
const cdTag = dur > 0 ? valueRich(`持续:${dur}s`) : "";
const nameTag = `${skillNameRich(skill.name)} Lv.${lv}`;
// 复用结构化效果行head 为空避免重复触发类型前缀
const line = buildEffectLine("", skill);
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, (m, g1) => skillNameRich(g1));
const effect = line.value
? `${prefix}<color=${RICH_VALUE_COLOR}>${line.value}</color>${line.suffix}`
? `${prefix}${valueRich(line.value)}${line.suffix}`
: `${prefix}${line.suffix}`;
return cdTag ? `${nameTag} ${cdTag}\n${effect}` : `${nameTag}\n${effect}`;
@@ -513,19 +525,19 @@ export function buildSingleSkillRich(skillUuid: number, overrides?: SkillOverrid
/**
* 装备/驻场光环详情富文本:展示全部词条,数值绿色高亮。
* @param fieldUuids FieldSkillSet 驻场光环 UUID 数组
* @param showName 是否包含「技能名」片段(英雄面板 true装备商店 false
* @returns 多行富文本串,每行一个词条
* @param entries 驻场光环词条数组uuid 指向 FieldSkillSet 底座value 为生效数值)
* @param showName 是否包含「技能名」片段(英雄面板 true装备商店 false
* @returns 多行富文本串,每行一个词条
*/
export function buildEquipRich(fieldUuids: number[], showName: boolean = false): string {
if (!fieldUuids?.length) return "无词条";
export function buildEquipRich(entries: FieldEntry[], showName: boolean = false): string {
if (!entries?.length) return "无词条";
const lines: string[] = [];
for (const uuid of fieldUuids) {
const line = buildFieldLine("", uuid, showName);
for (const entry of entries) {
const line = buildFieldLine("", entry, showName);
if (!line) continue;
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, (m, g1) => skillNameRich(g1));
const text = line.value
? `${prefix}<color=${RICH_VALUE_COLOR}>${line.value}</color>${line.suffix}`
? `${prefix}${valueRich(line.value)}${line.suffix}`
: `${prefix}${line.suffix}`;
lines.push(text);
}
@@ -542,10 +554,11 @@ export function buildEquipRich(fieldUuids: number[], showName: boolean = false):
* 数据源为运行时 HeroAttrsComplv 取当前英雄等级),逐触发类型逐技能渲染。
* 技能等级取 LvTriggerEntry.s_lv未标注时按档位序号1/2/3...)兜底。
*
* @param source 英雄运行时数据源(含 lv 与触发技能分组)
* @returns 多行富文本串,\n 分隔
* @param source 英雄运行时数据源(含 lv 与触发技能分组)
* @param showName 是否展示「技能名」片段(英雄信息弹窗 true英雄卡池卡片 false
* @returns 多行富文本串,\n 分隔
*/
export function buildSkillDescMoreRich(source: ISkillDescSource): string {
export function buildSkillDescMoreRich(source: ISkillDescSource, showName: boolean = true): string {
const lv = Math.max(1, source.lv ?? 1);
const lines: string[] = [];
@@ -553,7 +566,7 @@ export function buildSkillDescMoreRich(source: ISkillDescSource): string {
const effectRich = (line: ISkillLine): string => {
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, (m, g1) => skillNameRich(g1));
const text = line.value
? `${prefix}<color=${RICH_VALUE_COLOR}>${line.value}</color>${line.suffix}`
? `${prefix}${valueRich(line.value)}${line.suffix}`
: `${prefix}${line.suffix}`;
return highlightDuration(text);
};
@@ -584,22 +597,20 @@ export function buildSkillDescMoreRich(source: ISkillDescSource): string {
const curSLv = cur.s_lv ?? (curIdx + 1);
// 触发次数直接写为富文本(数字绿色高亮),如 "受伤3次"
const curTrig = needCount
? `${trigName}<color=${RICH_VALUE_COLOR}>${cur.t_num}</color>`
? `${trigName}${valueRich(cur.t_num)}`
: trigName;
// 技能名 + 档位数字后缀(如 "不屈壁垒1"),与光环命名口径一致
const curHead = `${skillName}${curSLv}」: ${curTrig}, `;
// 技能名直接展示,不附加档位数字后缀(由 lv 字段控制生效档,玩家无需关注内部档号)
const curHead = showName ? `${skillName}」: ${curTrig}, ` : `${curTrig}, `;
lines.push(effectRich(buildEffectLine(curHead, mergeSkillParams(base, cur.overrides))));
}
}
// 驻场光环field技能名按档位数字后缀(如 [攻击光环1]/[攻击光环2]),便于玩家识别成长
// 驻场光环field直接展示技能名,不附加档位数字后缀
const fieldEntries = source[SkillTriggerType.Field] as LvFieldEntry[] | undefined;
if (fieldEntries?.length) {
for (const uuid of resolveFieldByLv(fieldEntries, lv)) {
// uuid 百位编码档位7002 基础(0)=1、7202 +(2)=2、7402 ++(4)=3
const tier = Math.floor((uuid % 1000) / 100) / 2 + 1;
const baseName = getTriggerSkillName(SkillTriggerType.Field, uuid);
const line = buildFieldLine("", uuid, true, `${baseName}${tier}`);
for (const entry of resolveFieldByLv(fieldEntries, lv)) {
const baseName = getTriggerSkillName(SkillTriggerType.Field, entry.uuid);
const line = buildFieldLine("", entry, showName, baseName);
if (line) lines.push(effectRich(line));
}
}
@@ -608,7 +619,9 @@ export function buildSkillDescMoreRich(source: ISkillDescSource): string {
const revive = resolveReviveByLv(source[SkillTriggerType.Revive] as LvReviveEntry[] | undefined, lv);
if (revive) {
const reviveName = getTriggerSkillName(SkillTriggerType.Revive, revive.s_uuid);
lines.push(`${skillNameRich(reviveName)}: 每回合拥有<color=${RICH_VALUE_COLOR}>${revive.r_num}</color>次重生机会, 死亡后以<color=${RICH_VALUE_COLOR}>${Math.round(revive.upr * 100)}%</color>血量原地重生`);
lines.push(showName
? `${skillNameRich(reviveName)}: 每回合拥有${valueRich(revive.r_num)}次重生机会, 死亡后以${valueRich(`${Math.round(revive.upr * 100)}%`)}血量原地重生`
: `每回合拥有${valueRich(revive.r_num)}次重生机会, 死亡后以${valueRich(`${Math.round(revive.upr * 100)}%`)}血量原地重生`);
}
return lines.join("\n");
@@ -620,7 +633,7 @@ export function buildSkillDescMoreRich(source: ISkillDescSource): string {
* 持续时间对药水/计时 buff 同样关键,这里补充高亮,保证视觉一致。
*/
function highlightDuration(text: string): string {
return text.replace(DURATION_PATTERN, `持续<color=${RICH_VALUE_COLOR}>$1</color>`);
return text.replace(DURATION_PATTERN, `持续${valueRich("$1")}`);
}
/**
@@ -634,7 +647,7 @@ function renderLineRich(line: ISkillLine): string {
// 未来档数值灰色追加在当前高亮数值后("15%/20%/30%"suffix 仍位于整段数值之后
const next = line.nextValues?.length ? `<color=${RICH_LOCKED_COLOR}>/${line.nextValues.join("/")}</color>` : "";
return line.value
? `${prefix}<color=${RICH_VALUE_COLOR}>${line.value}</color>${next}${line.suffix}`
? `${prefix}${valueRich(line.value)}${next}${line.suffix}`
: `${prefix}${next}${line.suffix}`;
}
@@ -646,7 +659,7 @@ function renderLineRich(line: ISkillLine): string {
function buildChanceSuffix(skill: SkillConfig): string {
const items: string[] = [];
const push = (val: number | undefined, label: string) => {
if (val && val > 0) items.push(`附加<color=${RICH_VALUE_COLOR}>${val}</color>%${label}`);
if (val && val > 0) items.push(`附加${valueRich(val)}%${label}`);
};
push(skill.crt, "暴击");
push(skill.frz, "冰冻");
@@ -699,8 +712,8 @@ export function buildCardDescRich(card: CardConfig): string {
return rich;
}
const rhythm = `<color=${RICH_VALUE_COLOR}>${tInv}</color>秒召唤<color=${RICH_VALUE_COLOR}>${(card.overrides?.num ?? 0) + 1}</color>${skillNameRich(skill.name)}攻击敌人`;
const times = `, 共<color=${RICH_VALUE_COLOR}>${tTimes}</color>`;
const rhythm = `${valueRich(tInv)}秒召唤${valueRich((card.overrides?.num ?? 0) + 1)}${skillNameRich(skill.name)}攻击敌人`;
const times = `, 共${valueRich(tTimes)}`;
return `${rhythm}, ${rich}${times}`;
}

View File

@@ -38,7 +38,7 @@ const ItemCardData: ItemCardRaw[] = [
// ==================== 计时性强化(统一 5s ====================
{ uuid: 9102, skill: 6503, icon: "Sub_Item-FA_WP_Sub_Potion_001_Red", name: "攻击药水", info: "全体友方攻击力提升", cost: 0, weight: 15 },
{ uuid: 9103, skill: 6504, icon: "Sub_Item-FA_WP_Sub_Potion_001_Yellow", name: "暴击药水", info: "全体友方暴击率提升", cost: 0, weight: 15 },
{ uuid: 9104, skill: 6505, icon: "Sub_Item-FA_WP_Sub_Potion_001_Purple", name: "击退药水", info: "全体友方击退概率提升", cost: 0, weight: 12 },
{ uuid: 9104, skill: 6505, icon: "Sub_Item-FA_WP_Sub_Potion_001_Purple", name: "击退药水", info: "全体友方击退距离提升", cost: 0, weight: 12 },
{ uuid: 9105, skill: 6506, icon: "Sub_Item-FA_WP_Sub_Potion_001_Blue", name: "穿透药水", info: "全体友方穿透概率提升", cost: 0, weight: 12 },
{ uuid: 9106, skill: 6507, icon: "Sub_Item-FA_WP_Sub_Potion_001_Red", name: "攻速药水", info: "全体友方攻击速度提升", cost: 0, weight: 15 },
{ uuid: 9107, skill: 6508, icon: "Sub_Item-FA_WP_Sub_Potion_001_Purple", name: "风怒药水", info: "全体友方风怒概率提升", cost: 0, weight: 12 },

View File

@@ -221,7 +221,7 @@ export const SkillDescSet: Record<number, SkillDescConfig> = {
templTimed: "{target}{verb}{value}{unit},持续{dur}秒",
},
6505: {
verb: "击退概率提升", unit: "%", permField: "ap", timedField: "buff_value",
verb: "击退距离提升", unit: "", permField: "ap", timedField: "buff_value",
templPerm: "{target}{verb}{value}{unit}",
templTimed: "{target}{verb}{value}{unit},持续{dur}秒",
},
@@ -281,7 +281,7 @@ export interface FieldDescConfig {
/**
* 驻场光环描述表key = FieldSkillType。
* 数值永远取 FieldSkillConfig.value 实时渲染,替代手写 info杜绝漂移。
* 数值取配置处词条FieldEntry.value实时渲染,替代手写 info杜绝漂移。
*/
export const FieldDescSet: Record<number, FieldDescConfig> = {
[FieldSkillType.SummonCount]: { verb: "召唤触发技能次数", fmt: FieldValueFmt.Int },
@@ -301,6 +301,7 @@ export const FieldDescSet: Record<number, FieldDescConfig> = {
[FieldSkillType.HeroHp]: { verb: "全体最大生命", fmt: FieldValueFmt.Percent },
[FieldSkillType.HeroWindFury]: { verb: "全体风怒概率", fmt: FieldValueFmt.Percent },
[FieldSkillType.HeroPuncture]: { verb: "全体穿刺概率", fmt: FieldValueFmt.Percent },
[FieldSkillType.HeroPunctureDmg]: { verb: "全体穿透后伤害", fmt: FieldValueFmt.Percent },
[FieldSkillType.AtkCount]: { verb: "攻击触发技能次数", fmt: FieldValueFmt.Int },
[FieldSkillType.BeAtkCount]: { verb: "被攻击触发技能次数", fmt: FieldValueFmt.Int },
};

View File

@@ -1,4 +1,4 @@
// ========== 从 HeroAttrs.ts 导入属性相关定义 ==========
// ========== 从 HeroAttrs.ts 导入属性相关定义 ==========
import { Attrs } from "./HeroAttrs";
export enum HSSet {
@@ -152,7 +152,7 @@ export interface SkillConfig {
crt?: number, // 额外暴击率
frz?: number, // 额外冰冻概率
stun?: number, // 额外击晕概率
bck?: number, // 额外击退概率
bck?: number, // 额外击退强化(击退距离增量)
buff_type?: Attrs, // Buff 类型 (单一职责)
timed_buff_id?: number, // 计时性 buff 配置 id指向 BuffList存在时走 buffManager 而非永久 add_*
buff_value?: number, // 覆写计时 buff 的修饰数值modifiers.value / tick.damage_or_heal由药水卡自定义档位
@@ -216,37 +216,37 @@ export const SkillSet: Record<number, SkillConfig> = {
6001: {
uuid: 6001, name: "飞剑", sp_name: "a1", icon: "Sword-FA_WP_Main_Sword_003_PurpleSilver", 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, is_accel: true,
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害",
RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
},
6002: {
uuid: 6002, name: "飞刀", sp_name: "a2", icon: "Sword-FA_WP_Main_Sword_009_GraySilver", 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, is_accel: true,
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害",
RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
},
6003: {
uuid: 6003, name: "匕首", sp_name: "a3", icon: "Sword-FA_WP_Main_Sword_019_WoodSilver", 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, is_accel: true,
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害",
RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
},
6004: {
uuid: 6004, name: "飞斧", sp_name: "a4", icon: "Axe-FA_WP_Main_Axe_004_WoodGray", 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, is_accel: true,
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害",
RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
},
6005: {
uuid: 6005, name: "飞枪", sp_name: "a5", icon: "Spear-FA_WP_Main_Spear_010_MetalBlue", 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, is_accel: true,
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害",
RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
},
6006: {
uuid: 6006, name: "攻击", sp_name: "atk", 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, is_accel: true,
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害",
RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
},
6007: {
uuid: 6007, name: "飞棒", sp_name: "b1", icon: "Blunt-FA_WP_Main_Blunt_002_Wood", 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, is_accel: true,
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害",
RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
},
6008: {
uuid: 6008, name: "射击", sp_name: "aw2", icon: "Stat_RangedAttack", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
@@ -266,32 +266,32 @@ export const SkillSet: Record<number, SkillConfig> = {
6011: {
uuid: 6011, name: "飞锤", sp_name: "b2", icon: "Blunt-FA_WP_Main_Blunt_005_Gray", 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, is_accel: true,
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害",
RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
},
6012: {
uuid: 6012, name: "飞斧", sp_name: "b2", icon: "Axe-FA_WP_Main_Axe_002_WoodGray", 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, is_accel: true,
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害",
RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
},
6013: {
uuid: 6013, name: "蓝魔球", sp_name: "m1", icon: "Sub_Item-FA_WP_Sub_MagicBall_001_Blue", 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, is_accel: true,
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害",
RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
},
6014: {
uuid: 6014, name: "紫魔球", sp_name: "m2", icon: " Sub_Item-FA_WP_Sub_MagicBall_001_Purple", 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, is_accel: true,
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害",
RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
},
6015: {
uuid: 6015, name: "绿药瓶", sp_name: "h1", icon: "Sub_Item-FA_WP_Sub_Potion_001_Green", 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, is_accel: true,
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害",
RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
},
6016: {
uuid: 6016, name: "红药瓶", sp_name: "h2", icon: "Sub_Item-FA_WP_Sub_Potion_001_Red", 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, is_accel: true,
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害",
RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
},
/*** ======中阶范围攻击技能 ====
* 都带有穿刺属性至少穿透1 个目标 攻击2 个目标, 升级方向是 最多 穿透3 个攻击 4 个目标
@@ -303,7 +303,7 @@ export const SkillSet: Record<number, SkillConfig> = {
6101: {
uuid: 6101, name: "火球", sp_name: "fb-1", icon: "Stat_FireDamage", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
DTType: DTType.single, stun: 0, ap: 100, hit_count: 2, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害, 一定几率暴击, 高阶技能",
RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害, 一定几率暴击, 高阶技能",
},
//怪物法师统一使用 暗影球
6102: {
@@ -363,7 +363,7 @@ export const SkillSet: Record<number, SkillConfig> = {
6406: {
uuid: 6406, name: "击退强化", sp_name: "buff_wind", icon: "Stat_Stun_01", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.knockback_chance, timed_buff_id: 7013, info: "全体友方击退概率限时提升, 持续5秒",
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.knockback_chance, timed_buff_id: 7013, info: "全体友方击退距离限时提升, 持续5秒",
},
6407: {
uuid: 6407, name: "距推强化", sp_name: "buff_wind", icon: "Stat_Stun_01", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
@@ -385,6 +385,11 @@ export const SkillSet: Record<number, SkillConfig> = {
DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.freeze_chance, timed_buff_id: 7021, info: "全体友方冰冻概率限时提升, 持续5秒",
},
6411: {
uuid: 6411, name: "穿透伤害强化", sp_name: "buff_wind", icon: "Stat_Tripleshot", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 10, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.puncture_dmg_bonus, info: "全体友方穿透后伤害提升10%(百分点), 永久生效",
},
6501: {
uuid: 6501, name: "复活", sp_name: "buff_wind", icon: "Stat_HolyDamage", TGroup: TGroup.Self, readyAnm: "up_ap", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 50, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
@@ -411,7 +416,7 @@ export const SkillSet: Record<number, SkillConfig> = {
6505: {
uuid: 6505, name: "击退爆发", sp_name: "buff_wind", icon: "Stat_Stun_01", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.knockback_chance, timed_buff_id: 7013, info: "全体友方击退概率提升30%, 持续5秒",
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.knockback_chance, timed_buff_id: 7013, info: "全体友方击退距离提升30, 持续5秒",
},
6506: {
uuid: 6506, name: "穿透爆发", sp_name: "buff_wind", icon: "Stat_Tripleshot", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
@@ -442,6 +447,11 @@ export const SkillSet: Record<number, SkillConfig> = {
uuid: 6511, name: "冰冻抗性", sp_name: "buff_wind", icon: "Stat_Freeze", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.freeze_res, timed_buff_id: 7019, info: "全体友方冰冻抗性提升50%, 持续5秒",
},
6512: {
uuid: 6512, name: "穿透伤害爆发", sp_name: "buff_wind", icon: "Stat_Tripleshot", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.puncture_dmg_bonus, timed_buff_id: 7022, info: "全体友方穿透后伤害提升30%, 持续5秒",
}
};
@@ -468,6 +478,7 @@ export enum FieldSkillType {
HeroPuncture = 18, // 英雄穿刺概率加成
AtkCount = 19, // 攻击触发技能次数提升
BeAtkCount = 20, // 被攻击触发技能次数提升
HeroPunctureDmg = 21, // 英雄穿透后伤害加成百分点乘算PUNCTURE_DMG_RATIO * (1 + bonus/100)
}
export interface FieldSkillConfig {
@@ -475,68 +486,37 @@ export interface FieldSkillConfig {
name: string;
icon: string; // 新增图标字段
type: FieldSkillType;
value: number; // 提升的数值
info: string;
info: string; // 描述模板(不含具体数值,数值由配置处携带)
}
/**
* 驻场光环底座表:每个 FieldSkillType 仅保留一条基础配置。
*
* Why: 同一光环因数值不同拆成多个 uuid7002/7202/7402会造成大量重复条目。
* 合并后数值由配置处heroSet/EquipSet 的 field 条目)携带,此处只维护
* 类型/图标/名称等元数据。所有光环 uuid 统一使用 7001~7020 基础段。
*/
export const FieldSkillSet: Record<number, FieldSkillConfig> = {
7001: { uuid: 7001, name: "战后恢复", icon: "Stat_PotionBoost", type: FieldSkillType.WaveHeal, info: "战斗结束生命回复量提升" },
7002: { uuid: 7002, name: "攻击光环", icon: "Stat_Attack_03", type: FieldSkillType.HeroAtk, info: "英雄攻击力提升" },
7003: { uuid: 7003, name: "击晕光环", icon: "Stat_Stun_01", type: FieldSkillType.HeroStun, info: "英雄击晕概率提升" },
7004: { uuid: 7004, name: "暴击光环", icon: "Stat_CriticalChance_02", type: FieldSkillType.HeroCrit, info: "英雄暴击率提升" },
7005: { uuid: 7005, name: "暴伤光环", icon: "Stat_Critical_01", type: FieldSkillType.HeroCritDamage, info: "英雄暴击伤害提升" },
7006: { uuid: 7006, name: "攻速光环", icon: "Stat_AttackSpeed_02", type: FieldSkillType.HeroSpeed, info: "英雄攻击速度提升" },
7007: { uuid: 7007, name: "生命光环", icon: "Stat_Hp_02", type: FieldSkillType.HeroHp, info: "英雄最大生命提升" },
7008: { uuid: 7008, name: "风怒光环", icon: "Stat_CriticalComboChance", type: FieldSkillType.HeroWindFury, info: "英雄风怒概率提升" },
7009: { uuid: 7009, name: "穿刺光环", icon: "Stat_Tripleshot", type: FieldSkillType.HeroPuncture, info: "英雄穿刺概率提升" },
7010: { uuid: 7010, name: "金币收益", icon: "Stat_InventorySlotIncrease", type: FieldSkillType.WaveGold, info: "每回合金币收益提升" },
7011: { uuid: 7011, name: "出售强化", icon: "Stat_GoldGainIncrease_01", type: FieldSkillType.SellGold, info: "卖出英雄金币提升" },
7012: { uuid: 7012, name: "购买优惠", icon: "Stat_KeyCapacityIncrease", type: FieldSkillType.BuyDiscount, info: "购买卡牌费用减免" },
7013: { uuid: 7013, name: "刷新优惠", icon: "Stat_RandomBonus", type: FieldSkillType.RefreshDiscount, info: "刷新卡牌费用减免" },
7001: { uuid: 7001, name: "战后恢复", icon: "Stat_PotionBoost", type: FieldSkillType.WaveHeal, value: 0.1, info: "战斗结束生命回复量+10%" },
7002: { uuid: 7002, name: "攻击光环", icon: "Stat_Attack_03", type: FieldSkillType.HeroAtk, value: 0.1, info: "英雄攻击力+10%" },
7003: { uuid: 7003, name: "击晕光环", icon: "Stat_Stun_01", type: FieldSkillType.HeroStun, value: 0.1, info: "英雄击晕概率+10%" },
7004: { uuid: 7004, name: "暴击光环", icon: "Stat_CriticalChance_02", type: FieldSkillType.HeroCrit, value: 0.1, info: "英雄暴击率+10%" },
7005: { uuid: 7005, name: "暴伤光环", icon: "Stat_Critical_01", type: FieldSkillType.HeroCritDamage, value: 0.2, info: "英雄暴击伤害+20%" },
7006: { uuid: 7006, name: "攻速光环", icon: "Stat_AttackSpeed_02", type: FieldSkillType.HeroSpeed, value: 0.1, info: "英雄攻击速度+10%" },
7007: { uuid: 7007, name: "生命光环", icon: "Stat_Hp_02", type: FieldSkillType.HeroHp, value: 0.1, info: "英雄最大生命+10%" },
7008: { uuid: 7008, name: "风怒光环", icon: "Stat_CriticalComboChance", type: FieldSkillType.HeroWindFury, value: 0.1, info: "英雄风怒概率+10%" },
7009: { uuid: 7009, name: "穿刺光环", icon: "Stat_Tripleshot", type: FieldSkillType.HeroPuncture, value: 0.1, info: "英雄穿刺概率+10%" },
7010: { uuid: 7010, name: "金币收益", icon: "Stat_InventorySlotIncrease", type: FieldSkillType.WaveGold, value: 1, info: "每回合金币收益+1" },
7011: { uuid: 7011, name: "出售强化", icon: "Stat_GoldGainIncrease_01", type: FieldSkillType.SellGold, value: 1, info: "卖出英雄金币+1" },
7012: { uuid: 7012, name: "购买优惠", icon: "Stat_KeyCapacityIncrease", type: FieldSkillType.BuyDiscount, value: 1, info: "购买卡牌费用-1金币" },
7013: { uuid: 7013, name: "刷新优惠", icon: "Stat_RandomBonus", type: FieldSkillType.RefreshDiscount, value: 1, info: "刷新卡牌费用-1金币" },
7014: { uuid: 7014, name: "召唤强化", icon: "Stat_UnitSummonIncrease_02", type: FieldSkillType.SummonCount, value: 1, info: "召唤触发技能次数+1" },
7015: { uuid: 7015, name: "死亡强化", icon: "Stat_PoisonChanceIncrease", type: FieldSkillType.DeadCount, value: 1, info: "死亡触发技能次数+1" },
7016: { uuid: 7016, name: "开场强化", icon: "Stat_AttackRangeIncrease_01", type: FieldSkillType.StartCount, value: 1, info: "战斗开始触发技能次数+1" },
7017: { uuid: 7017, name: "结束强化", icon: "Stat_UnitSummonIncrease_01", type: FieldSkillType.EndCount, value: 1, info: "战斗结束触发技能次数+1" },
7018: { uuid: 7018, name: "攻击强化", icon: "Stat_Attack_03", type: FieldSkillType.AtkCount, value: 1, info: "攻击触发技能次数+1" },
7019: { uuid: 7019, name: "受击强化", icon: "Stat_Armor_01", type: FieldSkillType.BeAtkCount, value: 1, info: "被攻击触发技能次数+1" },
// ============ wave5 档(原值 ×2 ============
7201: { uuid: 7201, name: "战后恢复+", icon: "Stat_PotionBoost", type: FieldSkillType.WaveHeal, value: 0.2, info: "战斗结束生命回复量+20%" },
7202: { uuid: 7202, name: "攻击光环+", icon: "Stat_Attack_03", type: FieldSkillType.HeroAtk, value: 0.2, info: "英雄攻击力+20%" },
7203: { uuid: 7203, name: "击晕光环+", icon: "Stat_Stun_01", type: FieldSkillType.HeroStun, value: 0.2, info: "英雄击晕概率+20%" },
7204: { uuid: 7204, name: "暴击光环+", icon: "Stat_CriticalChance_02", type: FieldSkillType.HeroCrit, value: 0.2, info: "英雄暴击率+20%" },
7205: { uuid: 7205, name: "暴伤光环+", icon: "Stat_Critical_01", type: FieldSkillType.HeroCritDamage, value: 0.4, info: "英雄暴击伤害+40%" },
7206: { uuid: 7206, name: "攻速光环+", icon: "Stat_AttackSpeed_02", type: FieldSkillType.HeroSpeed, value: 0.2, info: "英雄攻击速度+20%" },
7207: { uuid: 7207, name: "生命光环+", icon: "Stat_Hp_02", type: FieldSkillType.HeroHp, value: 0.2, info: "英雄最大生命+20%" },
7208: { uuid: 7208, name: "风怒光环+", icon: "Stat_CriticalComboChance", type: FieldSkillType.HeroWindFury, value: 0.2, info: "英雄风怒概率+20%" },
7209: { uuid: 7209, name: "穿刺光环+", icon: "Stat_Tripleshot", type: FieldSkillType.HeroPuncture, value: 0.2, info: "英雄穿刺概率+20%" },
7210: { uuid: 7210, name: "金币收益+", icon: "Stat_InventorySlotIncrease", type: FieldSkillType.WaveGold, value: 2, info: "每回合金币收益+2" },
7211: { uuid: 7211, name: "出售强化+", icon: "Stat_GoldGainIncrease_01", type: FieldSkillType.SellGold, value: 2, info: "卖出英雄金币+2" },
7212: { uuid: 7212, name: "购买优惠+", icon: "Stat_KeyCapacityIncrease", type: FieldSkillType.BuyDiscount, value: 2, info: "购买卡牌费用-2金币" },
7213: { uuid: 7213, name: "刷新优惠+", icon: "Stat_RandomBonus", type: FieldSkillType.RefreshDiscount, value: 2, info: "刷新卡牌费用-2金币" },
7401: { uuid: 7401, name: "战后恢复++", icon: "Stat_PotionBoost", type: FieldSkillType.WaveHeal, value: 0.3, info: "战斗结束生命回复量+30%" },
7402: { uuid: 7402, name: "攻击光环++", icon: "Stat_Attack_03", type: FieldSkillType.HeroAtk, value: 0.3, info: "英雄攻击力+30%" },
7403: { uuid: 7403, name: "击晕光环++", icon: "Stat_Stun_01", type: FieldSkillType.HeroStun, value: 0.3, info: "英雄击晕概率+30%" },
7404: { uuid: 7404, name: "暴击光环++", icon: "Stat_CriticalChance_02", type: FieldSkillType.HeroCrit, value: 0.3, info: "英雄暴击率+30%" },
7405: { uuid: 7405, name: "暴伤光环++", icon: "Stat_Critical_01", type: FieldSkillType.HeroCritDamage, value: 0.6, info: "英雄暴击伤害+60%" },
7406: { uuid: 7406, name: "攻速光环++", icon: "Stat_AttackSpeed_02", type: FieldSkillType.HeroSpeed, value: 0.3, info: "英雄攻击速度+30%" },
7407: { uuid: 7407, name: "生命光环++", icon: "Stat_Hp_02", type: FieldSkillType.HeroHp, value: 0.3, info: "英雄最大生命+30%" },
7408: { uuid: 7408, name: "风怒光环++", icon: "Stat_CriticalComboChance", type: FieldSkillType.HeroWindFury, value: 0.3, info: "英雄风怒概率+30%" },
7409: { uuid: 7409, name: "穿刺光环++", icon: "Stat_Tripleshot", type: FieldSkillType.HeroPuncture, value: 0.3, info: "英雄穿刺概率+30%" },
7410: { uuid: 7410, name: "金币收益++", icon: "Stat_InventorySlotIncrease", type: FieldSkillType.WaveGold, value: 3, info: "每回合金币收益+3" },
7411: { uuid: 7411, name: "出售强化++", icon: "Stat_GoldGainIncrease_01", type: FieldSkillType.SellGold, value: 3, info: "卖出英雄金币+3" },
7412: { uuid: 7412, name: "购买优惠++", icon: "Stat_KeyCapacityIncrease", type: FieldSkillType.BuyDiscount, value: 3, info: "购买卡牌费用-3金币" },
7413: { uuid: 7413, name: "刷新优惠++", icon: "Stat_RandomBonus", type: FieldSkillType.RefreshDiscount, value: 3, info: "刷新卡牌费用-3金币" },
7014: { uuid: 7014, name: "召唤强化", icon: "Stat_UnitSummonIncrease_02", type: FieldSkillType.SummonCount, info: "召唤触发技能次数提升" },
7015: { uuid: 7015, name: "死亡强化", icon: "Stat_PoisonChanceIncrease", type: FieldSkillType.DeadCount, info: "死亡触发技能次数提升" },
7016: { uuid: 7016, name: "开场强化", icon: "Stat_AttackRangeIncrease_01", type: FieldSkillType.StartCount, info: "战斗开始触发技能次数提升" },
7017: { uuid: 7017, name: "结束强化", icon: "Stat_UnitSummonIncrease_01", type: FieldSkillType.EndCount, info: "战斗结束触发技能次数提升" },
7018: { uuid: 7018, name: "攻击强化", icon: "Stat_Attack_03", type: FieldSkillType.AtkCount, info: "攻击触发技能次数提升" },
7019: { uuid: 7019, name: "受击强化", icon: "Stat_Armor_01", type: FieldSkillType.BeAtkCount, info: "被攻击触发技能次数提升" },
7020: { uuid: 7020, name: "穿透强化", icon: "Stat_Tripleshot", type: FieldSkillType.HeroPunctureDmg, info: "英雄穿透后伤害提升(百分点)" },
};

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@@ -1,16 +1,20 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { FacSet } from "../common/config/GameSet";
import { FieldSkillSet, FieldSkillType } from "../common/config/SkillSet";
import { FieldEntry } from "../common/config/heroSet";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { SkillBoxComp } from "../map/SkillBoxComp";
import { EquipBoxComp } from "../map/EquipBoxComp";
/**
* 驻场技能(光环属性)计算辅助类
*
*
* 核心职责:
* 统一管理全场存活英雄带来的全局加成属性计算。
* 解耦原先写在 HeroAttrsComp 中的静态计算逻辑,符合单一职责原则。
*
* 数据结构field 列表元素为 FieldEntry{uuid,value}uuid 仅用于查 FieldSkillSet
* 的类型元数据,实际加成数值取自词条自身的 value。
*/
export class FieldSkillHelper {
/** 获取指定驻场技能类型的总加成值(计算存活的友方英雄 + 场上的驻场技能卡) */
@@ -27,47 +31,37 @@ export class FieldSkillHelper {
public static getFieldSkillTotalValueForFac(type: FieldSkillType, fac: number = FacSet.HERO): number {
let total = 0;
// 累加一组驻场词条中匹配类型的数值
const accumulate = (fields: FieldEntry[] | undefined): void => {
if (!fields) return;
for (const entry of fields) {
const fs = FieldSkillSet[entry.uuid];
if (fs && fs.type === type) {
total += entry.value;
}
}
};
// 1. 统计英雄/怪物带来的驻场技能加成
// 读 model.runtime_field已按当前等级 resolve 的 uuid 列表)
// 读 model.runtime_field已按当前等级 resolve 的词条列表)
ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
const model = entity.get(HeroAttrsComp);
if (!model || model.is_dead || model.fac !== fac) return;
const fields = model.runtime_field;
if (fields) {
for (const skillUuid of fields) {
const skillConfig = FieldSkillSet[skillUuid];
if (skillConfig && skillConfig.type === type) {
total += skillConfig.value;
}
}
}
accumulate(model.runtime_field);
});
// 2. 统计技能盒子(技能卡)带来的驻场技能加成(仅英雄阵营)
// 2. 统计技能盒子(技能卡)与装备盒(装备卡)带来的驻场技能加成(仅英雄阵营)
if (fac === FacSet.HERO) {
ecs.query(ecs.allOf(SkillBoxComp)).forEach((entity: ecs.Entity) => {
const skillBox = entity.get(SkillBoxComp);
if (!skillBox || !skillBox.field || skillBox.field.length === 0) return;
for (const skillUuid of skillBox.field) {
const skillConfig = FieldSkillSet[skillUuid];
if (skillConfig && skillConfig.type === type) {
total += skillConfig.value;
}
}
if (!skillBox) return;
accumulate(skillBox.field);
});
// 3. 统计装备盒(装备卡)带来的驻场技能加成(仅英雄阵营)
ecs.query(ecs.allOf(EquipBoxComp)).forEach((entity: ecs.Entity) => {
const equipBox = entity.get(EquipBoxComp);
if (!equipBox || !equipBox.field || equipBox.field.length === 0) return;
for (const skillUuid of equipBox.field) {
const skillConfig = FieldSkillSet[skillUuid];
if (skillConfig && skillConfig.type === type) {
total += skillConfig.value;
}
}
if (!equipBox) return;
accumulate(equipBox.field);
});
}

View File

@@ -5,9 +5,9 @@ import { smc } from "../common/SingletonModuleComp";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet";
import { HeroInfo, HeroPos, resolveFormationTargetX, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv, calcGrowBonus } from "../common/config/heroSet";
import { HeroInfo, resolveFormationTargetX, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv, calcGrowBonus, HeroDisVal } from "../common/config/heroSet";
import { GameEvent } from "../common/config/GameEvent";
import { SkillTriggerType } from "../common/config/heroSet";
import { SkillTriggerType, HType } from "../common/config/heroSet";
import { SkillTriggerHelper } from "./SkillTriggerHelper";
import { Attrs } from "../common/config/HeroAttrs";
import { MoveComp } from "./MoveComp";
@@ -76,8 +76,8 @@ export class Hero extends ecs.Entity {
load(pos: Vec3 = Vec3.ZERO, scale: number = 1, uuid: number = 1001, dropToY: number = pos.y, hero_lv: number = 1, card_lv: number = 1, posIndex: number = -1) {
// 英雄始终朝右,表现缩放固定为正向
scale = 1
// 英雄等级在当前规则下上限为 3避免超配表范围
if (hero_lv > 3) hero_lv = 3
// 英雄等级上限以配置为准,合成可升到 HERO_MAX_LV
if (hero_lv > FightSet.HERO_MAX_LV) hero_lv = FightSet.HERO_MAX_LV
// 英雄尺寸随等级做轻量放大,强化成长反馈
let size = 1.15
// 根据配置路径加载英雄预制体
@@ -120,8 +120,10 @@ export class Hero extends ecs.Entity {
model.base_card_lv = hero.card_lv ?? 1;
model.type = hero.type;
model.grow_type = hero.grow_type;
model.role = hero.role;
model.fac = FacSet.HERO;
model.dis = hero.dis ?? 720;
// 攻击距离配置优先未配置按攻击定位取默认值近战100 / 中程300 / 远程450
model.dis = hero.dis ?? HeroDisVal[hero.type as HType.Melee | HType.Mid | HType.Long];
model.posIndex = posIndex;
if (posIndex >= 0) {
smc.mission.heroGrid[posIndex] = this.eid;
@@ -155,7 +157,7 @@ export class Hero extends ecs.Entity {
model.hp = model.hp_max = base_hp;
}
model.speed = hero.speed ?? 800;
model.speed = hero.speed ?? 200;
// 构建技能表并注入运行时冷却字段 ccd
model.skills = {};

View File

@@ -146,15 +146,15 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
}
}
mLogger.log(this.debugMode, 'HeroAtkSystem', " after crit", damage)
// 护盾吸收
// 护盾数值减免1 点护盾吸收 1 点伤害,扣完为止,溢出部分继续扣血)
const shieldResult = this.absorbShield(TAttrsComp, damage);
damage = shieldResult.remainingDamage;
if (shieldResult.absorbedDamage > 0) {
// 【评分系统 - 防御分】统计护盾成功抵挡伤害的次数
smc.vmdata.scores.shield_block_count += 1;
// 【评分系统 - 防御分】统计护盾累计吸收的伤害量
smc.vmdata.scores.shield_block_count += Math.floor(shieldResult.absorbedDamage);
}
mLogger.log(this.debugMode, 'HeroAtkSystem', " after shield", damage)
// 显示护盾格挡飘字
// 显示护盾减免飘字
if (shieldResult.absorbedDamage > 0 && targetView) {
targetView.shield_tip(shieldResult.absorbedDamage);
}
@@ -175,11 +175,6 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
TAttrsComp.atked_count++;
this.checkAndTriggerAtkedSkills(TAttrsComp, targetView);
// 受击者产生击退效果
// if (damage > 0 && targetView) {
// targetView.back();
// }
mLogger.log(this.debugMode, 'HeroAtkSystem', ` 英雄${TAttrsComp.hero_name} (uuid: ${TAttrsComp.hero_uuid}) 受到 eid:${casterEid} 的 伤害 ${damage},${isCrit ? "暴击" : "普通"}攻击,技能ID ${damageEvent.s_uuid}`);
// 冰冻判定
@@ -190,13 +185,14 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
const stunChance = (damageEvent.Attrs[Attrs.stun_chance] || 0) - TAttrsComp.getFinalStunRes();
const isStun = !TAttrsComp.isStun() && this.checkChance(stunChance);
// 击退判定
const knockbackChance = (damageEvent.Attrs[Attrs.knockback_chance] || 0) - (TAttrsComp.knockback_res || 0);
const isKnockback = this.checkChance(knockbackChance);
// 击退:受击默认后退,击退属性不再作为概率,而是转换为后退距离的增量
// 击退增量 = 施法者击退强化(原击退概率)- 被攻击者击退抗性 + 击退距离强化
const knockbackBonus = (damageEvent.Attrs[Attrs.knockback_chance] || 0) - (TAttrsComp.getFinalKnockbackRes() || 0);
const knockbackExtra = Math.max(0, knockbackBonus + (damageEvent.Attrs[Attrs.knockback_distance] || 0));
// ✅ 触发视图层表现(伤害数字、受击动画、冰冻、击晕、击退)
if (targetView) {
targetView.do_atked(damage, isCrit, damageEvent.s_uuid, false);
targetView.do_atked(damage, isCrit, damageEvent.s_uuid, knockbackExtra);
targetView.playEnd(skillConf.endAnm);
if (isFrost) {
TAttrsComp.toFrost();
@@ -212,18 +208,16 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
smc.vmdata.scores.stun_count++;
}
}
if (isKnockback) {
targetView.back(damageEvent.Attrs[Attrs.knockback_distance] || 0);
}
}
// 检查死亡
if (TAttrsComp.hp <= 0) {
// 先触发死亡技能(如亡语),不管后续是否复活都应触发
// 先触发死亡技能(如亡语),不管后续是否续命都应触发
this.triggerDeadSkills(target);
// 复活机制:如果玩家属性内的复活属性值>=1 则执行复活,原地50%血量复活
// 濒死回血revive 系):不是真正复活,而是血量归零瞬间消耗 1 次续命次数,
// 按比例回血继续战斗。次数每回合重置(见 MissionComp.healAllHeroes
let canRevive = false;
let maxReviveCount = 0;
let reviveHpPercent = 50; // 默认恢复50%
@@ -338,16 +332,16 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
/**
* 处理角色死亡
*
*
* 死亡处理流程:
* 1. 标记死亡状态is_dead = true
* 2. 触发死亡事件onDeath
* 3. 记录调试信息(如启用调试模式
*
* 2. 英雄阵营:快照死亡状态到 smc.mission.dead_heroes供后续复活机制重新召唤
* 3. 触发死亡事件onDeath
*
* @param entity 死亡的实体
*
*
* @important 死亡状态一旦设置,该实体将不再处理新的伤害事件
* 这确保了死亡逻辑的单一性和一致性
* 英雄为真实死亡:视图动画结束后由 HeroViewComp.realDead 销毁实体
*/
private doDead(entity: ecs.Entity): void {
const TAttrsComp = entity.get(HeroAttrsComp);
@@ -355,6 +349,11 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
TAttrsComp.is_dead = true;
// 英雄真实死亡:记录快照,供后续复活机制(重新召唤)消费
if (TAttrsComp.fac === FacSet.HERO) {
this.recordDeadHero(TAttrsComp);
}
// 触发死亡事件
this.onDeath(entity);
@@ -363,6 +362,24 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
}
}
/**
* 快照死亡英雄的静态/成长数据到 smc.mission.dead_heroes。
* 仅记录重新召唤所需字段不含战斗内临时状态buff、技能 CD 等)。
*
* @param attrs 死亡英雄的属性组件
*/
private recordDeadHero(attrs: HeroAttrsComp): void {
smc.mission.dead_heroes.push({
uuid: attrs.hero_uuid,
lv: attrs.lv,
card_lv: attrs.card_lv,
posIndex: attrs.posIndex,
wave: Math.max(1, smc.vmdata?.mission_data?.level ?? 1),
});
mLogger.log(this.debugMode, 'HeroAtkSystem',
` 死亡英雄已记录: ${attrs.hero_name}(uuid=${attrs.hero_uuid}) lv=${attrs.lv} pos=${attrs.posIndex} wave=${smc.vmdata?.mission_data?.level}, 当前共 ${smc.mission.dead_heroes.length}`);
}
/**
@@ -371,7 +388,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
* 用于所有概率相关的判定:
* - 暴击率判定
* - 闪避率判定
* - 击退概率判定
* - 冰冻/击晕概率判定
* - 其他特殊效果概率
*
* @param rate 概率值0-100的百分比
@@ -396,29 +413,26 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
/**
* 护盾吸收伤害
*
* 护盾吸收逻辑
* 1. 护盾值大于 0 时,抵挡本次伤害(免伤)
* 2. 每次抵挡消耗 1 点护盾值
* 3. 护盾归零时,重置护盾最大值属性
*
* 护盾数值减免伤害
*
* 护盾为数值减免型
* 1. 1 点护盾吸收 1 点伤害
* 2. 护盾扣减实际吸收量,溢出部分继续结算到血量
*
* @param TAttrsComp 被攻击者的属性组件(包含当前护盾值)
* @param damage 原始伤害值
* @returns {remainingDamage, absorbedDamage} 剩余伤害值和被格挡的伤害值
* @returns {remainingDamage, absorbedDamage} 剩余伤害值和被护盾减免的伤害值
*/
private absorbShield(TAttrsComp: HeroAttrsComp, damage: number): { remainingDamage: number, absorbedDamage: number } {
if (TAttrsComp.shield <= 0) {
mLogger.log(this.debugMode, 'HeroAtkSystem', " 护盾值小于等于0无法吸收伤害");
return { remainingDamage: damage, absorbedDamage: 0 };
}
TAttrsComp.shield = Math.max(0, TAttrsComp.shield - 1);
if (TAttrsComp.shield <= 0) {
TAttrsComp.shield = 0;
}
const absorbed = Math.min(TAttrsComp.shield, damage);
TAttrsComp.shield = Math.max(0, TAttrsComp.shield - absorbed);
TAttrsComp.dirty_shield = true;
mLogger.log(this.debugMode, 'HeroAtkSystem', ` 护盾抵挡1次伤害,剩余次数 ${TAttrsComp.shield}`);
return { remainingDamage: 0, absorbedDamage: damage };
mLogger.log(this.debugMode, 'HeroAtkSystem', ` 护盾减免 ${absorbed.toFixed(1)}伤害,剩余护盾 ${TAttrsComp.shield.toFixed(1)}`);
return { remainingDamage: damage - absorbed, absorbedDamage: absorbed };
}
/**
@@ -468,6 +482,11 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
if (TAttrsComp.fac === FacSet.MON) {
// 怪物死亡处理
this.scheduleDrop(entity);
// oops.message 全局事件总线:怪物死亡(连杀计数等表现层消费)
oops.message.dispatchEvent(GameEvent.MonDead, {
isBoss: !!TAttrsComp.is_boss,
worldPos: entity.get(HeroViewComp)?.node?.worldPosition?.clone() ?? null,
});
} else if (TAttrsComp.fac === FacSet.HERO) {
// 英雄死亡处理
this.scheduleHeroDeath(entity);
@@ -495,6 +514,12 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
if (gold <= 0) return;
MissionEconomy.addCoin(gold);
// oops.message 全局事件总线:金币飞行表现(账务已即时结算,飞行纯视觉)
oops.message.dispatchEvent(GameEvent.CoinFly, {
worldPos: entity.get(HeroViewComp)?.node?.worldPosition?.clone() ?? null,
gold,
isBoss: !!TAttrsComp.is_boss,
});
mLogger.log(this.debugMode, 'HeroAtkSystem',
` ${TAttrsComp.hero_name} 死亡掉落金币 ${gold}monType=${monType}, isBoss=${TAttrsComp.is_boss}`);
}

View File

@@ -1,5 +1,5 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroDisVal, HeroInfo, HSkillInfo, HType, SkillTriggerType, TriggerGrouped, LvFieldEntry, LvReviveEntry, LvBonusEntry } from "../common/config/heroSet";
import { HeroDisVal, HeroInfo, HSkillInfo, HType, SkillTriggerType, TriggerGrouped, LvFieldEntry, LvReviveEntry, LvBonusEntry, FieldEntry, HRole } from "../common/config/heroSet";
import { mLogger } from "../common/Logger";
import { FacSet, FightSet } from "../common/config/GameSet";
import { FieldSkillSet, FieldSkillType, SkillOverrides } from "../common/config/SkillSet";
@@ -29,6 +29,7 @@ export class HeroAttrsComp extends ecs.Comp {
type: number = 0; // 0近战 1远程 2辅助
fac: number = 0; // 0:hero 1:monster
grow_type?: number; // 成长类型HGrowType驱动每级 hp/ap 线性成长
role?: HRole; // 位置类型/职业定位(驱动编队站位优先级)
// ==================== 基础属性(有初始值) ====================
base_ap: number = 0; // 原始基础攻击(无任何加成)
base_hp: number = 0; // 原始基础血量(无任何加成)
@@ -69,8 +70,8 @@ export class HeroAttrsComp extends ecs.Comp {
runtime_fstart?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
/** 当前等级下生效的战后触发条目 */
runtime_fend?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
/** 当前等级下生效的驻场光环 uuid 列表 */
runtime_field?: number[];
/** 当前等级下生效的驻场光环词条列表 */
runtime_field?: FieldEntry[];
/** 当前等级下生效的复活配置 */
runtime_revive?: { s_uuid: number; r_num: number; upr: number };
@@ -81,11 +82,12 @@ export class HeroAttrsComp extends ecs.Comp {
freeze_res: number = 0; // 冰冻抗性
stun_chance: number = 0; // 击晕概率
stun_res: number = 0; // 击晕抗性
knockback_chance: number = 0; // 击退概率
knockback_chance: number = 0; // 击退强化(原击退概率,现转换为击退距离增量)
knockback_distance: number = 0; // 击退距离强化
knockback_res: number = 0; // 击退抗性
knockback_res: number = 0; // 击退抗性(削减击退距离增量)
crit_damage: number = 0; // 额外暴击伤害
puncture_chance: number = 0; // 穿透概率
puncture_dmg_bonus: number = 0; // 穿透后伤害增量(百分点,乘算加成)
wfuny: number = 0; // 风怒
revived_count: number = 0; // 已复活次数
@@ -151,11 +153,11 @@ export class HeroAttrsComp extends ecs.Comp {
const addValue = Math.max(0, Math.floor(value));
if (addValue <= 0) return;
this.shield += addValue;
this.shield = Math.min(this.shield, FightSet.SHIELD_MAX); // 限制护盾最大层数
this.shield = Math.min(this.shield, FightSet.SHIELD_MAX); // 限制护盾值上限(数值减免型)
if (this.shield < 0) this.shield = 0;
this.dirty_shield = true; // 标记护盾需要更新
if (this.debugMode) {
mLogger.log(this.debugMode, 'HeroAttrs', ` 护盾次数变更: ${this.hero_name}, 变化=${addValue}, ${Math.floor(oldShield)} -> ${Math.floor(this.shield)}`);
mLogger.log(this.debugMode, 'HeroAttrs', ` 护盾变更: ${this.hero_name}, 变化=${addValue}, ${Math.floor(oldShield)} -> ${Math.floor(this.shield)}`);
}
}
add_hp_max(value: number) {
@@ -326,6 +328,12 @@ export class HeroAttrsComp extends ecs.Comp {
return this.puncture_chance + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroPuncture);
}
/** 英雄实时穿透伤害加成 = 基础加成 + 驻场加成。 */
public getRuntimePunctureDmgBonus(): number {
if (this.fac !== FacSet.HERO) return this.puncture_dmg_bonus;
return this.puncture_dmg_bonus + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroPunctureDmg);
}
/** 英雄实时暴击伤害 = 基础额外暴伤 + 驻场暴伤。 */
public getRuntimeCritDamageBonus(): number {
if (this.fac !== FacSet.HERO) return this.crit_damage;
@@ -441,7 +449,7 @@ export class HeroAttrsComp extends ecs.Comp {
return base + mods.flatSum + mods.pctSum;
}
/** 最终击退概率 = 基础击退 + 限时修饰(加法模型) */
/** 最终击退强化 = 基础击退强化 + 限时修饰(加法模型,转换为击退距离增量 */
public getFinalKnockbackChance(): number {
const mods = this.aggregateTimedMods(Attrs.knockback_chance);
return this.knockback_chance + mods.flatSum + mods.pctSum;
@@ -467,6 +475,13 @@ export class HeroAttrsComp extends ecs.Comp {
return base + mods.flatSum + mods.pctSum;
}
/** 最终穿透伤害加成 = 驻场实时加成 + 限时修饰(加法模型) */
public getFinalPunctureDmgBonus(): number {
const base = this.getRuntimePunctureDmgBonus();
const mods = this.aggregateTimedMods(Attrs.puncture_dmg_bonus);
return base + mods.flatSum + mods.pctSum;
}
/** 最终风怒概率 = 驻场实时风怒 + 限时修饰(加法模型) */
public getFinalWindFury(): number {
const base = this.getRuntimeWindFury();
@@ -549,6 +564,8 @@ export class HeroAttrsComp extends ecs.Comp {
this.lv = 1;
this.type = 0;
this.fac = 0;
this.grow_type = undefined;
this.role = undefined;
this.base_ap = 0;
this.base_hp = 0;
this.ap = 0;
@@ -591,6 +608,7 @@ export class HeroAttrsComp extends ecs.Comp {
this.revived_count = 0;
this.invincible_time = 0;
this.puncture_chance = 0;
this.puncture_dmg_bonus = 0;
this.wfuny = 0;
this.boom = false;

View File

@@ -0,0 +1,173 @@
import { _decorator, ProgressBar, Sprite, UIOpacity, Vec3, v3, tween, Tween, Color, clamp } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { FacSet, FightSet } from "../common/config/GameSet";
const { ccclass, property } = _decorator;
/**
* 英雄头顶状态栏组件
*
* 挂载在英雄节点下的 "top" 子节点上,独立管理:
* - 血条进度ProgressBar
* - 护盾数值条ProgressBartop/shield 节点,显示 shield / SHIELD_MAX
* - 透明度激活 / 闲置
* - 受击抖动动画
*
* 数据流HeroViewComp 将 HeroAttrsComp 引用传入,本组件通过 model 读取属性。
* 注意:英雄根节点下的 "shielded" 是护盾特效动画节点,由 HeroViewComp 管理,不在本组件职责内。
*/
@ccclass('HeroTopBarComp')
@ecs.register('HeroTopBar', false)
export class HeroTopBarComp extends CCComp {
// ==================== @property 绑定(编辑器拖拽) ====================
@property({ type: ProgressBar, tooltip: "血条进度条" })
private hpProgressBar: ProgressBar = null!;
@property({ type: ProgressBar, tooltip: "护盾数值条top 下的 shield 节点)" })
private shieldProgressBar: ProgressBar = null!;
@property({ type: Sprite, tooltip: "血条填充 Sprite用于设置阵营颜色" })
private hpBarSprite: Sprite = null!;
// ==================== 内部引用 ====================
private topOpacity: UIOpacity = null!;
private basePos: Vec3 = v3();
// ==================== 配置 ====================
private hp_height: number = 90;
private boss_hp_height: number = 160;
// ==================== 透明度 ====================
private readonly barIdleOpacity: number = 153;
private readonly barActiveOpacity: number = 255;
private readonly idleOpacityDelay: number = 0.25;
/** 外部赋值:英雄数据模型 */
private _model: HeroAttrsComp = null!;
public get model(): HeroAttrsComp { return this._model; }
public set model(value: HeroAttrsComp) { this._model = value; }
private readonly restoreBarIdleOpacity = () => {
this.setTopBarOpacity(false);
};
/**
* 初始化 / 对象池复用时重置
* @param model 英雄属性组件
* @param direction 显示方向1 或 -1
*/
public init(model: HeroAttrsComp, direction: number = 1): void {
this._model = model;
// UIOpacity 无 @property 绑定,运行时获取或添加
this.topOpacity = this.node.getComponent(UIOpacity) || this.node.addComponent(UIOpacity);
// 方向取 abs避免对象池复用时 scale 累乘导致血条反转
this.node.setScale(direction * Math.abs(this.node.scale.x), 1 * this.node.scale.y);
// 位置
const height = model.is_boss ? this.boss_hp_height : this.hp_height;
this.node.setPosition(0, height, 0);
this.basePos = this.node.position.clone();
// 血条颜色(英雄阵营为绿色)
if (model.fac === FacSet.HERO && this.hpBarSprite) {
this.hpBarSprite.color = new Color("#2ECC71");
}
// 确保血条等 UI 始终在最上层
this.node.setSiblingIndex(999);
// 重置显示状态
this.node.getChildByName("hp")!.active = true;
this.node.getChildByName("cd")!.active = false;
this.node.getChildByName("lv")!.active = false;
this.node.active = true;
this.setTopBarOpacity(false);
this.hpShow();
this.shieldShow(model.shield);
}
/** 更新血量进度条 */
public hpShow(): void {
if (!this._model || !this.hpProgressBar) return;
const hp = this._model.hp;
const hpMax = this._model.hp_max;
let targetProgress = hpMax > 0 ? hp / hpMax : 0;
targetProgress = clamp(targetProgress, 0, 1);
const prevProgress = this.hpProgressBar.progress;
if (targetProgress < prevProgress) {
this.activateTopBar();
this.playHpBarShake();
}
this.hpProgressBar.progress = targetProgress;
if (targetProgress > prevProgress) {
this.setTopBarOpacity(false);
}
}
/** 更新护盾数值条(百分比 = shield / SHIELD_MAX */
public shieldShow(shield: number = 0): void {
if (!this.shieldProgressBar) return;
const progress = FightSet.SHIELD_MAX > 0 ? shield / FightSet.SHIELD_MAX : 0;
this.shieldProgressBar.progress = clamp(progress, 0, 1);
// 护盾节点显隐
this.shieldProgressBar.node.active = shield > 0;
}
/** 激活顶栏(高亮 + 延迟恢复闲置透明度) */
public activateTopBar(): void {
this.setTopBarOpacity(true);
this.unschedule(this.restoreBarIdleOpacity);
this.scheduleOnce(this.restoreBarIdleOpacity, this.idleOpacityDelay);
}
/** 设置顶栏透明度 */
public setTopBarOpacity(isActive: boolean): void {
if (!this.node || !this.node.isValid) return;
if (this.topOpacity) {
this.topOpacity.opacity = isActive ? this.barActiveOpacity : this.barIdleOpacity;
}
this.node.active = true;
}
/** 显示顶栏 */
public show(): void {
if (this.node && this.node.isValid) this.node.active = true;
}
/** 隐藏顶栏 */
public hide(): void {
if (this.node && this.node.isValid) this.node.active = false;
}
/** 血条受击抖动动画 */
private playHpBarShake(): void {
if (!this.node || !this.node.isValid) return;
Tween.stopAllByTarget(this.node);
this.node.setPosition(this.basePos);
tween(this.node)
.by(0.04, { position: v3(-3, 0, 0) })
.by(0.04, { position: v3(6, 0, 0) })
.by(0.04, { position: v3(-5, 0, 0) })
.by(0.04, { position: v3(2, 0, 0) })
.call(() => {
this.node.setPosition(this.basePos);
})
.start();
}
/** 对象池回收 / 组件重置时调用 */
public reset(): void {
this.unscheduleAllCallbacks();
if (this.node && this.node.isValid) {
Tween.stopAllByTarget(this.node);
this.node.setPosition(this.basePos);
}
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "c4181fc5-1168-4a6d-8d03-d0f2dd0b22a2",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -1,8 +1,9 @@
import { Vec3, _decorator, v3, Collider2D, Contact2DType, Label, Node, Prefab, instantiate, ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Tween, Color, BoxCollider2D, UITransform, UIOpacity } from "cc";
import { Vec3, _decorator, v3, Collider2D, Contact2DType, Node, Prefab, instantiate, tween, Tween, BoxCollider2D, UITransform } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { mLogger } from "../common/Logger";
import { HeroSpine } from "./HeroSpine";
import { HeroTopBarComp } from "./HeroTopBarComp";
import { BoxSet, FacSet, FightSet, NumberFormatter, TooltipTypes } from "../common/config/GameSet";
import { smc } from "../common/SingletonModuleComp";
import { SkillSet, } from "../common/config/SkillSet";
@@ -37,21 +38,10 @@ export class HeroViewComp extends CCComp {
realDeadTime: number = 0.1
deadCD: number = 0
monDeadTime: number = 0.1
hp_height: number = 90
boss_hp_height: number = 160
// 血条显示相关
lastBarUpdateTime: number = 0; // 最后一次血条/蓝条/护盾更新时间
// ==================== UI 节点引用 ====================
private top_node: Node = null!;
private topOpacity: UIOpacity = null!;
private topBasePos: Vec3 = v3();
private lvLabel: Label | null = null; // 等级显示文本
private readonly barIdleOpacity: number = 153;
private readonly barActiveOpacity: number = 255;
private readonly idleOpacityDelay: number = 0.25;
private readonly restoreBarIdleOpacity = () => {
this.setTopBarOpacity(false);
};
private topBar: HeroTopBarComp = null!;
// ==================== 直接访问 HeroAttrsComp ====================
get model() {
@@ -96,67 +86,26 @@ export class HeroViewComp extends CCComp {
this.lastBarUpdateTime = 0;
this.status_change("idle");
// 初始化 UI 节点
this.initUINodes();
// 初始化头顶状态栏
const topNode = this.node.getChildByName("top");
this.topBar = topNode.getComponent(HeroTopBarComp) || topNode.addComponent(HeroTopBarComp);
this.topBar.init(this.model, this.scale);
/** 方向 */
this.node.setScale(this.scale * Math.abs(this.node.scale.x), 1 * this.node.scale.y); // 确保 scale.x 为正后再乘方向
// top_node 取 abs 避免对象池复用时 scale 累乘导致血条方向反转
this.top_node.setScale(this.scale * Math.abs(this.top_node.scale.x), 1 * this.top_node.scale.y);
/* 显示角色血*/
this.top_node.getChildByName("hp").active = true;
this.top_node.getChildByName("cd").active = false;
this.top_node.getChildByName("shield").active = false;
this.top_node.getChildByName("lv").active = true;
this.top_node.active = true;
this.setTopBarOpacity(false);
// 初始化等级显示
this.lv_show();
// 🔥 重置血条 UI 显示状态
// 🔥 重置描边
if (this.model) {
this.hp_show();
// 根据英雄模型中的等级数据设置描边
// 注意HeroViewComp 是挂在 node 上的,而 FlashSprite 可能挂在子节点(如 Sprite/anm 节点)
let flashSprite = this.node.getComponent(FlashSprite);
if (!flashSprite) {
// 如果当前节点没有,尝试在所有子节点中查找
flashSprite = this.node.getComponentInChildren(FlashSprite);
}
if (flashSprite) {
flashSprite.setOutlineByLevel(this.model.lv);
}
}
}
/** 初始化 UI 节点引用 */
private initUINodes() {
this.top_node = this.node.getChildByName("top");
this.topOpacity = this.top_node.getComponent(UIOpacity) || this.top_node.addComponent(UIOpacity);
this.top_node.setPosition(0, this.hp_height, 0);
if (this.model.is_boss) this.top_node.setPosition(0, this.boss_hp_height, 0);
this.topBasePos = this.top_node.position.clone();
const hpNode = this.top_node.getChildByName("hp");
if (this.model.fac == FacSet.HERO) {
hpNode.getChildByName("Bar").getComponent(Sprite).color = new Color("#2ECC71")
}
// 确保血条等UI始终在最上层显示
this.top_node.setSiblingIndex(999);
// 缓存等级显示 Labellv 节点下的 Label 子节点)
const lvNode = this.top_node.getChildByName("lv");
if (lvNode) {
this.lvLabel = lvNode.getChildByName("Label")?.getComponent(Label) ?? null;
}
}
/**
* View 层每帧更新
* 注意:数据更新逻辑已移到 HeroAttrSystem这里只负责显示
@@ -181,103 +130,21 @@ export class HeroViewComp extends CCComp {
// ✅ 按需更新 UI脏标签模式- 只在属性变化时更新
if (this.model.dirty_hp) {
this.hp_show();
this.topBar.hpShow();
this.model.dirty_hp = false;
}
if (this.model.dirty_shield) {
this.show_shield(this.model.shield);
this.topBar.shieldShow(this.model.shield);
this.model.dirty_shield = false;
}
if (this.model.dirty_lv) {
this.lv_show();
this.model.dirty_lv = false;
}
}
public cd_show() {
return;
}
/** 显示护盾 */
private show_shield(shield: number = 0) {
this.lastBarUpdateTime = Date.now() / 1000;
this.node.getChildByName("shielded").active = shield > 0;
}
/** 显示血量 */
private hp_show() {
this.lastBarUpdateTime = Date.now() / 1000;
// 不再基于血量是否满来决定显示状态,只更新进度条
let hp = this.model.hp;
let hp_max = this.model.hp_max;
// mLogger.log(this.debugMode, 'HeroViewComp', "hp_show",hp,hp_max)
let targetProgress = hp_max > 0 ? hp / hp_max : 0;
targetProgress = clamp(targetProgress, 0, 1);
let hpNode = this.top_node.getChildByName("hp");
let hpProgressBar = hpNode.getComponent(ProgressBar);
const prevProgress = hpProgressBar.progress;
if (targetProgress < hpProgressBar.progress) {
this.activateTopBar();
this.playHpBarShake();
}
hpProgressBar.progress = targetProgress;
if (targetProgress > prevProgress) {
this.setTopBarOpacity(false);
}
}
private isFullHpAndNoShield(): boolean {
if (!this.model) return false;
if (this.model.hp_max <= 0) return false;
return this.model.hp >= this.model.hp_max;
}
/** 更新等级显示 */
private lv_show() {
if (!this.lvLabel || !this.model) return;
this.lvLabel.string = String(this.model.lv);
}
private setTopBarOpacity(isActive: boolean) {
if (!this.top_node || !this.top_node.isValid) return;
if (this.topOpacity) {
this.topOpacity.opacity = this.barActiveOpacity;
}
if (isActive) {
this.top_node.active = true;
return;
}
this.top_node.active = true;
}
private activateTopBar() {
this.setTopBarOpacity(true);
this.unschedule(this.restoreBarIdleOpacity);
this.scheduleOnce(this.restoreBarIdleOpacity, this.idleOpacityDelay);
}
private playHpBarShake() {
if (!this.top_node || !this.top_node.isValid) return;
Tween.stopAllByTarget(this.top_node);
this.top_node.setPosition(this.topBasePos);
tween(this.top_node)
.by(0.04, { position: v3(-3, 0, 0) })
.by(0.04, { position: v3(6, 0, 0) })
.by(0.04, { position: v3(-5, 0, 0) })
.by(0.04, { position: v3(2, 0, 0) })
.call(() => {
this.top_node.setPosition(this.topBasePos);
})
.start();
}
/** 升级特效 */
public lv_up() {
this.spawnTimedFx("game/skill/buff/buff_lvup", this.node, 1.0);
@@ -349,7 +216,7 @@ export class HeroViewComp extends CCComp {
Tooltip.load(pos, type, value, s_uuid, this.node.parent, 1, this.model?.fac ?? FacSet.MON);
}
/** 护盾格挡提示 */
/** 护盾减免提示 */
shield_tip(absorbed: number) {
this.hp_tip(TooltipTypes.shield, NumberFormatter.formatNumber(Math.max(0, Math.floor(absorbed))));
}
@@ -432,7 +299,7 @@ export class HeroViewComp extends CCComp {
}
add_shield(shield: number) {
// 护盾数据更新由 Model 层处理,这里只负责视图表现
if (this.model && this.model.shield > 0) this.show_shield(this.model.shield);
if (this.model && this.model.shield > 0) this.topBar.shieldShow(this.model.shield);
}
health(hp: number = 0) {
@@ -458,7 +325,7 @@ export class HeroViewComp extends CCComp {
}
// 恢复UI
this.top_node.active = true;
this.topBar.show();
this.status_change("idle");
@@ -504,7 +371,7 @@ export class HeroViewComp extends CCComp {
}
// 隐藏UI
this.top_node.active = false;
this.topBar.hide();
// 在销毁实体前先禁用碰撞体,从源头减少"尸体"参与碰撞
const collider = this.node.getComponent(Collider2D);
@@ -516,23 +383,19 @@ export class HeroViewComp extends CCComp {
let isHero = this.model.fac === FacSet.HERO;
let dirX = isHero ? -800 : 800;
// 死亡往后飞出屏幕动画
// 死亡往后飞出屏幕动画,结束后统一销毁实体
// 英雄为真实死亡:快照已在 doDead 阶段写入 smc.mission.dead_heroes此处直接销毁
tween(this.node)
.by(0.5, { position: v3(dirX, 700, 0) }, { easing: "quadOut" })
.call(() => {
if (isHero) {
// 将英雄移到玩家看不到的墓地,留待下回合上场
this.node.setPosition(v3(-2000, -2000, 0));
} else {
// 动画结束后销毁怪物实体
this.ent.destroy();
}
this.ent.destroy();
})
.start();
}
do_atked(damage: number, isCrit: boolean, s_uuid: number, isBack: boolean = false) {
/** 受击表现(伤害数字、受击动画、击退) */
do_atked(damage: number, isCrit: boolean, s_uuid: number, knockbackExtra: number = 0) {
// 受到攻击时更新最后更新时间
this.activateTopBar();
this.topBar.activateTopBar();
this.lastBarUpdateTime = Date.now() / 1000;
if (damage <= 0) return;
@@ -547,7 +410,7 @@ export class HeroViewComp extends CCComp {
// 视图层表现
let SConf = SkillSet[s_uuid]
const hitAnm = SConf?.DAnm || "atked";
if (isBack) this.back()
this.back(knockbackExtra)
this.in_atked(hitAnm, this.model.fac == FacSet.HERO ? 1 : -1);
this.showDamage(damage, isCrit);
}
@@ -634,7 +497,7 @@ export class HeroViewComp extends CCComp {
if (!this.model) return;
const damageText = NumberFormatter.formatNumber(Math.max(0, Math.floor(damage)));
this.hp_show();
this.topBar.hpShow();
if (isCrit) {
this.hp_tip(TooltipTypes.crit, damageText);
} else {
@@ -645,10 +508,7 @@ export class HeroViewComp extends CCComp {
// 清理残留的定时器和缓动
this.unscheduleAllCallbacks();
Tween.stopAllByTarget(this.node);
if (this.top_node && this.top_node.isValid) {
Tween.stopAllByTarget(this.top_node);
this.top_node.setPosition(this.topBasePos);
}
this.topBar.reset();
// 清理碰撞器事件监听
const collider = this.getComponent(Collider2D);
@@ -657,7 +517,6 @@ export class HeroViewComp extends CCComp {
}
this.deadCD = 0
this.lastBarUpdateTime = 0
this.unschedule(this.restoreBarIdleOpacity);
// 清理伤害队列
this.damageQueue.length = 0;

View File

@@ -3,13 +3,12 @@ import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/O
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { smc } from "../common/SingletonModuleComp";
import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet";
import { HeroInfo, resolveTriggerByLv, resolveReviveByLv } from "../common/config/heroSet";
import { HeroInfo, resolveTriggerByLv, resolveReviveByLv, HeroDisVal } from "../common/config/heroSet";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { MoveComp } from "./MoveComp";
import { MonMoveComp } from "./MonMoveComp";
import { GameEvent } from "../common/config/GameEvent";
import { SkillTriggerType } from "../common/config/heroSet";
import { SkillTriggerType, HType } from "../common/config/heroSet";
import { SkillTriggerHelper } from "./SkillTriggerHelper";
/** 怪物实体:负责怪物对象池复用、属性初始化、入场动画与回收 */
@ecs.register(`Monster`)
@@ -19,7 +18,7 @@ export class Monster extends ecs.Entity {
/** 怪物表现组件引用 */
HeroView!: HeroViewComp;
/** 怪物移动组件引用 */
MonMove!: MonMoveComp;
MonMove!: MoveComp;
/** 调试开关,控制生命周期日志输出 */
private debugMode: boolean = false;
@@ -98,7 +97,7 @@ export class Monster extends ecs.Entity {
/** 注册实体必需组件:移动 + 属性 */
protected init() {
this.addComponents<ecs.Comp>(
MonMoveComp,
MoveComp,
HeroAttrsComp,
);
}
@@ -149,8 +148,9 @@ export class Monster extends ecs.Entity {
(node as any)._baseScale = node.scale.clone();
}
// 统一挂到实体显示层 HERO 节点下
node.parent = scene.entityLayer!.node!.getChildByName("HERO")!;
// 按身份挂载显示层Boss → BOSS 层(最底),小怪 → MON 层(编辑器已配置好层级顺序)
const layerName = is_boss ? "BOSS" : "MON";
node.parent = scene.entityLayer!.node!.getChildByName(layerName)!;
var view = node.getComponent(HeroViewComp)!;
const collider = node.getComponent(BoxCollider2D);
// 入场期间关闭碰撞,防止下落时提前参与战斗
@@ -175,7 +175,8 @@ export class Monster extends ecs.Entity {
model.speed = hero.speed ?? 800;
model.type = hero.type;
model.fac = FacSet.MON;
model.dis = hero.dis ?? 720;
// 攻击距离配置优先未配置按攻击定位取默认值近战100 / 中程300 / 远程450
model.dis = hero.dis ?? HeroDisVal[hero.type as HType.Melee | HType.Mid | HType.Long];
model.posIndex = laneIndex;
if (laneIndex >= 0) {
smc.mission.monGrid[laneIndex] = this.eid;
@@ -248,7 +249,7 @@ export class Monster extends ecs.Entity {
// 广播怪物加载事件,供刷怪与战斗系统联动
oops.message.dispatchEvent("monster_load", this)
// 初始化移动参数:方向、目标 X、站位基准 Y
const move = this.get(MonMoveComp);
const move = this.get(MoveComp);
move.reset();
move.direction = -1;
move.targetX = pos.x;

View File

@@ -1,201 +0,0 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroViewComp } from "./HeroViewComp";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { smc } from "../common/SingletonModuleComp";
import { BoxSet, FacSet } from "../common/config/GameSet";
import { Node } from "cc";
@ecs.register('MonMoveComp')
export class MonMoveComp extends ecs.Comp {
/** 朝向1=向右,-1=向左 */
direction: number = -1;
/** 当前移动目标 X */
targetX: number = 0;
/** 是否允许移动(出生落地前会短暂关闭) */
moving: boolean = true;
/** 站位基准 Y */
baseY: number = 0;
/** 出生序,用于同条件渲染排序稳定 */
spawnOrder: number = 0;
reset() {
this.direction = -1;
this.targetX = 0;
this.moving = true;
this.baseY = 0;
this.spawnOrder = 0;
}
}
@ecs.register('MonMoveSystem')
export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
/** 怪物接近英雄后的停船距离:小于该阈值即停下交战 */
private readonly combatHaltDistance = 80;
/** 渲染层级重排节流,避免每帧排序 */
private readonly renderSortInterval = 0.05;
private lastRenderSortAt = 0;
private monMoveMatcher: ecs.IMatcher | null = null;
private heroViewMatcher: ecs.IMatcher | null = null;
private readonly renderEntries: { node: Node; bossPriority: number; frontScore: number; spawnOrder: number; eid: number }[] = [];
private renderEntryCount = 0;
private getMonMoveMatcher(): ecs.IMatcher {
if (!this.monMoveMatcher) {
this.monMoveMatcher = ecs.allOf(HeroAttrsComp, HeroViewComp, MonMoveComp);
}
return this.monMoveMatcher;
}
private getHeroViewMatcher(): ecs.IMatcher {
if (!this.heroViewMatcher) {
this.heroViewMatcher = ecs.allOf(HeroAttrsComp, HeroViewComp);
}
return this.heroViewMatcher;
}
filter(): ecs.IMatcher {
return ecs.allOf(MonMoveComp, HeroViewComp, HeroAttrsComp);
}
update(e: ecs.Entity) {
/** 战斗未开始/暂停时不驱动移动 */
if (!smc.mission.play || smc.mission.pause) return;
const model = e.get(HeroAttrsComp);
const move = e.get(MonMoveComp);
const view = e.get(HeroViewComp);
if (!model || !move || !view || !view.node) return;
if (model.fac !== FacSet.MON) return;
if (!move.moving) return;
/** 关卡阶段性冻结怪物行为 */
if (smc.mission.stop_mon_action) {
this.clearCombatTarget(model);
view.status_change("idle");
return;
}
if (model.is_stop || model.is_dead || model.is_reviving || model.isFrost() || model.isStun()) {
this.clearCombatTarget(model);
if (!model.is_reviving) view.status_change("idle");
return;
}
/** 所有移动都锁定在 baseY避免出现“漂移” */
if (view.node.position.y !== move.baseY) {
view.node.setPosition(view.node.position.x, move.baseY, 0);
}
// 渲染层级统交由 MoveSystem 统一处理,避免两个 System 争抢 setSiblingIndex
// 仅在战斗中才处理索敌;非战斗阶段也允许向左推进,让怪物自然逼近英雄阵地
const nearestEnemy = smc.mission.in_fight ? this.findNearestEnemy(e) : null;
if (nearestEnemy) {
/** 有敌人:边移动边攻击 */
this.processCombatLogic(e, move, view, model, nearestEnemy);
this.syncCombatTarget(model, view, nearestEnemy);
} else {
/** 无敌人:清目标并继续向左推进 */
this.clearCombatTarget(model);
model.is_atking = false;
this.moveLeft(view, move, model);
}
}
private clearCombatTarget(model: HeroAttrsComp): void {
model.combat_target_eid = -1;
model.enemy_in_cast_range = false;
}
private syncCombatTarget(model: HeroAttrsComp, selfView: HeroViewComp, enemyView: HeroViewComp): void {
if (!enemyView || !enemyView.node || !enemyView.ent) {
this.clearCombatTarget(model);
return;
}
const enemyAttrs = enemyView.ent.get(HeroAttrsComp);
if (!enemyAttrs || enemyAttrs.is_dead || enemyAttrs.is_reviving || enemyAttrs.fac === model.fac) {
this.clearCombatTarget(model);
return;
}
model.combat_target_eid = enemyView.ent.eid;
model.enemy_in_cast_range = this.isEnemyInAttackRange(model, selfView.node.position.x, enemyView.node.position.x);
}
private isEnemyInAttackRange(model: HeroAttrsComp, selfX: number, enemyX: number): boolean {
const dist = Math.abs(selfX - enemyX);
const attackRange = model.dis;
return dist <= attackRange;
}
private processCombatLogic(e: ecs.Entity, move: MonMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
const selfX = view.node.position.x;
const enemyX = enemy.node.position.x;
// 停船判定使用固定阈值80不依赖技能攻击范围
const inRange = Math.abs(selfX - enemyX) <= this.combatHaltDistance;
if (inRange) {
// 接触到英雄方:停止移动,进入攻击状态,由 SCastSystem 负责技能释放
model.is_atking = true;
const dir = enemyX > selfX ? 1 : -1;
view.scale = dir;
if (view.status === "move") {
view.status_change("idle");
}
} else {
// 未接触:继续向左推进
model.is_atking = false;
this.moveLeft(view, move, model);
}
}
/**
* 持续向左推进:怪物不再固定站位,而是以 speed/3 的速度向左移动,
* 直到抵达左边界(基地位置)后转入待机,由 SCastSystem 继续负责技能释放。
*/
private moveLeft(view: HeroViewComp, move: MonMoveComp, model: HeroAttrsComp) {
const currentX = view.node.position.x;
if (currentX <= BoxSet.LETF_END) {
if (view.status !== "atk") {
view.status_change("idle");
}
return;
}
const dir = -1;
move.direction = dir;
const speed = model.speed / 3;
const delta = speed * this.dt * dir;
const newX = Math.max(BoxSet.LETF_END, currentX + delta);
if (Math.abs(newX - currentX) >= 0.01) {
view.node.setPosition(newX, view.node.position.y, 0);
view.status_change("move");
}
}
private findNearestEnemy(entity: ecs.Entity): HeroViewComp | null {
const currentView = entity.get(HeroViewComp);
if (!currentView?.node) return null;
const currentPos = currentView.node.position;
const myFac = entity.get(HeroAttrsComp).fac;
let nearest: HeroViewComp | null = null;
let minDis = Infinity;
/** 遍历筛出最近敌人:以 X 轴距离为主Y 轴距离作为同排的决胜权重,使角色优先攻击同路的敌人 */
ecs.query(this.getHeroViewMatcher()).forEach(e => {
const m = e.get(HeroAttrsComp);
if (m.fac !== myFac && !m.is_dead) {
const v = e.get(HeroViewComp);
if (v?.node) {
const dx = Math.abs(currentPos.x - v.node.position.x);
const dy = Math.abs(currentPos.y - v.node.position.y);
const d = dx + dy * 0.1; // Y轴权重较小仅在 X 相近时起决定作用
if (d < minDis) {
minDis = d;
nearest = v;
}
}
}
});
return nearest;
}
}

View File

@@ -1,26 +1,31 @@
/**
* @file MoveComp.ts
* @description 统一移动组件与系统(英雄 + 怪物)
*
* 核心规则:
* 1. 准备阶段:双方原地待命,不推进不索敌。
* 2. 战斗阶段双方向最近敌人推进进入攻击范围model.dis后停止移动并攻击。
* 3. 场上无敌人:停止移动(战斗结束,由 MissionComp 进入结算)。
* 4. 击退/位移不会把单位推出屏幕HERO 不越过 BoxSet.LETF_ENDMON 不越过 BoxSet.RIGHT_END。
* 5. 推进方向无上限限制,直到接触敌人或抵达敌方边界。
*/
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroViewComp } from "./HeroViewComp";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { smc } from "../common/SingletonModuleComp";
import { BoxSet, FacSet } from "../common/config/GameSet";
import { HeroDisVal, HType } from "../common/config/heroSet";
import { BoxCollider2D, Node } from "cc";
import { MonMoveComp } from "./MonMoveComp";
import { Node } from "cc";
@ecs.register('MoveComp')
export class MoveComp extends ecs.Comp {
/** 朝向1=向右-1=向左 */
/** 朝向1=向右HERO-1=向左MON由系统根据 fac 自动维护 */
direction: number = 1;
/** 当前移动目标 X(战斗/回位都会更新) */
/** 当前移动目标 X */
targetX: number = 0;
/** 是否允许移动(出生落地前会短暂关闭) */
moving: boolean = true;
/** 预留:目标 Y当前逻辑主要使用 baseY 锁定地平线) */
targetY: number = 0;
/** 角色所属车道的地平线 Y移动时强制贴地 */
/** 站位基准 Y移动时强制贴地 */
baseY: number = 0;
/** 预留:车道索引 */
lane: number = 0;
/** 出生序,用于同条件渲染排序稳定 */
spawnOrder: number = 0;
@@ -28,70 +33,20 @@ export class MoveComp extends ecs.Comp {
this.direction = 1;
this.targetX = 0;
this.moving = true;
this.targetY = 0;
this.baseY = 0;
this.lane = 0;
this.spawnOrder = 0;
}
}
interface MoveFacConfig {
/** 阵营可前进边界(靠近敌方一侧) */
moveFrontX: number;
/** 阵营可后退边界(靠近己方一侧) */
moveBackX: number;
/** 被逼退时前侧安全边界 */
retreatFrontX: number;
/** 被逼退时后侧安全边界 */
retreatBackX: number;
}
import { MissionHeroComp } from "../map/MissionHeroComp";
@ecs.register('MoveSystem')
export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
private readonly heroFrontAnchorX = -200;
private readonly monFrontAnchorX = 0;
/** 常规同阵营横向最小间距(英雄) */
private readonly heroAllySpacingX = 100;
/** 常规同阵营横向最小间距(怪物) */
private readonly monAllySpacingX = 75;
/** 纵向判定为同排的最大 Y 差 */
private readonly minSpacingY = 30;
/** 渲染层级重排节流,避免每帧排序 */
private readonly renderSortInterval = 0.05;
private lastRenderSortAt = 0;
private heroMoveMatcher: ecs.IMatcher | null = null;
private heroViewMatcher: ecs.IMatcher | null = null;
private readonly renderEntries: { node: Node; bossPriority: number; frontScore: number; spawnOrder: number; eid: number; laneScore: number }[] = [];
private renderEntryCount = 0;
/**
* 阵营可移动边界配置。
* HERO 在左侧出生并向右推进MON 在右侧出生并向左推进。
*/
private readonly facConfigs: Record<number, MoveFacConfig> = {
[FacSet.HERO]: {
moveFrontX: 999999,
moveBackX: -999999,
retreatFrontX: 999999,
retreatBackX: -999999,
},
[FacSet.MON]: {
moveFrontX: -999999,
moveBackX: 999999,
retreatFrontX: -999999,
retreatBackX: 999999,
}
};
private getHeroMoveMatcher(): ecs.IMatcher {
if (!this.heroMoveMatcher) {
this.heroMoveMatcher = ecs.allOf(HeroAttrsComp, HeroViewComp, MoveComp);
}
return this.heroMoveMatcher;
}
private getHeroViewMatcher(): ecs.IMatcher {
if (!this.heroViewMatcher) {
this.heroViewMatcher = ecs.allOf(HeroAttrsComp, HeroViewComp);
@@ -106,75 +61,54 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
update(e: ecs.Entity) {
/** 战斗未开始/暂停时不驱动移动 */
if (!smc.mission.play || smc.mission.pause) return;
const model = e.get(HeroAttrsComp);
const move = e.get(MoveComp);
const view = e.get(HeroViewComp);
if (!model || !move || !view || !view.node) return;
if (model.fac !== FacSet.HERO) return; // 只处理英雄移动
if (!move.moving) return;
if (model.is_stop || model.is_dead || model.is_reviving || model.isFrost()) {
/** 关卡阶段性冻结怪物行为 */
if (smc.mission.stop_mon_action && model.fac === FacSet.MON) {
this.clearCombatTarget(model);
view.status_change("idle");
return;
}
/** 死亡/复活/控制状态:停止移动与索敌 */
if (model.is_stop || model.is_dead || model.is_reviving || model.isFrost() || model.isStun()) {
this.clearCombatTarget(model);
if (!model.is_reviving) view.status_change("idle");
return;
}
// 1. 获取全局排位目标
const slot = this.getGlobalFormationSlot(e, model);
move.baseY = slot.targetY;
move.targetX = slot.targetX;
// 战斗阶段不移动
const canMove = !smc.mission.in_fight;
// 2. 平滑 Y 轴换路
let isChangingLane = false;
if (canMove) {
if (Math.abs(view.node.position.y - move.baseY) > 2) {
const currentY = view.node.position.y;
const deltaY = move.baseY - currentY;
const step = 400 * this.dt; // 换路速度
const newY = currentY + Math.sign(deltaY) * Math.min(Math.abs(deltaY), step);
view.node.setPosition(view.node.position.x, newY, 0);
isChangingLane = true;
} else {
view.node.setPosition(view.node.position.x, move.baseY, 0);
}
/** 所有移动都锁定在 baseY避免出现“漂移” */
if (view.node.position.y !== move.baseY) {
view.node.setPosition(view.node.position.x, move.baseY, 0);
}
// 渲染层级重排
this.updateRenderOrder();
/** 准备阶段:双方原地待命,不推进不索敌 */
if (!smc.mission.in_fight) {
this.clearCombatTarget(model);
model.is_atking = false;
if (view.status !== "atk") view.status_change("idle");
return;
}
/** 战斗阶段:索敌并推进 */
const nearestEnemy = this.findNearestEnemy(e);
if (nearestEnemy) {
/** 有敌人:进入战斗位移逻辑 */
if (canMove) {
this.processCombatLogic(e, move, view, model, nearestEnemy);
} else {
model.is_atking = true; // 战斗中不移动,但保持攻击状态
}
this.processCombatLogic(e, move, view, model, nearestEnemy);
this.syncCombatTarget(model, view, nearestEnemy);
} else {
/** 无敌人:清目标并回归编队站位 */
/** 无敌人:停止移动,等待战斗结束结算 */
this.clearCombatTarget(model);
if (canMove) {
this.moveToSlot(view, move, model, move.targetX);
}
model.is_atking = false;
if (view.status !== "atk") view.status_change("idle");
}
if (canMove) {
// 如果只在 Y 轴移动,也要播放 move 动画
if (isChangingLane && view.status !== "move" && view.status !== "atk") {
view.status_change("move");
}
} else {
// 战斗阶段如果不移动,确保不在攻击时恢复 idle 状态
if (!model.is_atking && view.status === "move") {
view.status_change("idle");
}
}
/** 渲染层级重排(双阵营统一处理) */
this.updateRenderOrder();
}
private clearCombatTarget(model: HeroAttrsComp): void {
@@ -202,175 +136,67 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
return dist <= attackRange;
}
private processCombatLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
switch (rangeType) {
case HType.Melee:
this.processMeleeLogic(e, move, view, model, enemy);
break;
case HType.Mid:
this.processMidLogic(e, move, view, model, enemy);
break;
case HType.Long:
this.processLongLogic(e, move, view, model, enemy);
break;
default:
this.processMidLogic(e, move, view, model, enemy); // 默认中程
break;
}
}
/**
* 战斗位移:向最近敌人推进,进入攻击范围后停止。
* 推进无上限限制,但击退/位移受阵营后退边界保护。
*/
private processCombatLogic(_e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
const selfX = view.node.position.x;
const enemyX = enemy.node.position.x;
const dist = Math.abs(selfX - enemyX);
const attackRange = model.dis;
/** 近战贴身作战:攻击距离 dis(100) 大于技能范围(60),推进到与敌人相隔 60 才停下,保证技能可命中且不过度贴身 */
const stopRange = model.type === 0 ? 80 : attackRange;
const inRange = dist <= stopRange;
private processMeleeLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
this.processFormationCombat(e, move, view, model);
}
private processMidLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
this.processFormationCombat(e, move, view, model);
}
private processLongLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
this.processFormationCombat(e, move, view, model);
}
private processFormationCombat(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp) {
this.moveToSlot(view, move, model, move.targetX);
model.is_atking = true;
}
private getGlobalFormationSlot(self: ecs.Entity, model: HeroAttrsComp): { targetX: number, targetY: number } {
const allAllies: ecs.Entity[] = [];
ecs.query(this.getHeroMoveMatcher()).forEach(e => {
const attrs = e.get(HeroAttrsComp);
const view = e.get(HeroViewComp);
const move = e.get(MoveComp);
if (!attrs || !view?.node || !move) return;
if (attrs.is_dead || attrs.is_reviving) return;
if (attrs.fac !== model.fac) return;
allAllies.push(e);
});
allAllies.sort((a, b) => {
const attrsA = a.get(HeroAttrsComp);
const attrsB = b.get(HeroAttrsComp);
const priorityA = attrsA ? this.getCombatPriority(attrsA) : 0;
const priorityB = attrsB ? this.getCombatPriority(attrsB) : 0;
if (priorityA !== priorityB) return priorityB - priorityA;
const deadA = (attrsA?.dead && attrsA.dead.length > 0) ? 1 : 0;
const deadB = (attrsB?.dead && attrsB.dead.length > 0) ? 1 : 0;
if (deadA !== deadB) return deadB - deadA;
const lvA = attrsA?.lv ?? 1;
const lvB = attrsB?.lv ?? 1;
if (lvA !== lvB) return lvB - lvA;
const moveA = a.get(MoveComp);
const moveB = b.get(MoveComp);
const orderA = moveA?.spawnOrder ?? 0;
const orderB = moveB?.spawnOrder ?? 0;
if (orderA !== orderB) return orderA - orderB;
return a.eid - b.eid;
});
const slotIndex = Math.max(0, allAllies.findIndex(entity => entity === self));
// 优先中前(1) -> 上前(0) -> 下前(2) -> 中后(4) -> 上后(3) -> 下后(5)
const slotPriority = [1, 0, 2, 4, 3, 5];
const posIndex = slotPriority[slotIndex % 6];
const pos = MissionHeroComp.HERO_POSITIONS[posIndex];
return { targetX: pos.x, targetY: pos.y };
}
private moveToSlot(view: HeroViewComp, move: MoveComp, model: HeroAttrsComp, targetX: number) {
const currentX = view.node.position.x;
const currentY = view.node.position.y;
// 当 X 和 Y 都到达目标时,才算真正到达
if (Math.abs(currentX - targetX) <= 2 && Math.abs(currentY - move.baseY) <= 2) {
view.node.setPosition(targetX, move.baseY, 0);
view.status_change("idle");
return;
}
const dir = targetX > currentX ? 1 : -1;
move.direction = dir;
const speed = model.speed / 3;
this.moveEntity(view, dir, speed, targetX);
}
private moveEntity(view: HeroViewComp, direction: number, speed: number, stopAtX?: number) {
const model = view.ent.get(HeroAttrsComp);
const move = view.ent.get(MoveComp);
if (!model || !move) return;
/** 按阵营边界裁剪,防止跑出战场可移动区域 */
const cfg = this.facConfigs[model.fac] || this.facConfigs[FacSet.HERO];
const moveMinX = Math.min(cfg.moveBackX, cfg.moveFrontX);
const moveMaxX = Math.max(cfg.moveBackX, cfg.moveFrontX);
const currentX = view.node.position.x;
const currentY = view.node.position.y;
const delta = speed * this.dt * direction;
let newX = view.node.position.x + delta;
if (currentX < moveMinX && direction < 0) {
// X 轴到底了,如果 Y 轴还在换路,继续维持 move 状态
if (Math.abs(currentY - move.baseY) > 2) {
view.status_change("move");
} else {
if (inRange) {
/** 进入攻击范围:停止移动,进入攻击状态,由 SCastSystem 负责技能释放 */
model.is_atking = true;
const dir = enemyX > selfX ? 1 : -1;
view.scale = dir;
if (view.status === "move") {
view.status_change("idle");
}
return;
}
if (currentX > moveMaxX && direction > 0) {
if (Math.abs(currentY - move.baseY) > 2) {
} else {
/** 未接触:向敌人方向推进 */
model.is_atking = false;
const dir = enemyX > selfX ? 1 : -1;
move.direction = dir;
const speed = model.speed / 3;
const delta = speed * this.dt * dir;
let newX = selfX + delta;
/** 后退边界钳制:防止被击退/位移推出屏幕 */
newX = this.clampByFacBoundary(newX, model.fac);
if (Math.abs(newX - selfX) >= 0.01) {
view.node.setPosition(newX, view.node.position.y, 0);
view.status_change("move");
} else {
view.status_change("idle");
}
return;
}
newX = Math.max(moveMinX, Math.min(moveMaxX, newX));
if (stopAtX !== undefined) {
/** 指定停止点时,限制不越过 stopAtX */
newX = direction > 0 ? Math.min(newX, stopAtX) : Math.max(newX, stopAtX);
}
if (Math.abs(newX - currentX) < 0.01) {
// X轴虽然没变化但如果Y轴还在移动依然是move状态
if (Math.abs(currentY - move.baseY) > 2) {
view.status_change("move");
} else {
view.status_change("idle");
}
return;
}
view.node.setPosition(newX, view.node.position.y, 0); // 注意:这里只更新 XY 在外部平滑逻辑更新
view.status_change("move");
}
private getCombatPriority(model: HeroAttrsComp): number {
/** 数值越大越靠前:近战 > 中程 > 远程 */
const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
if (rangeType === HType.Melee) return 3;
if (rangeType === HType.Mid) return 2;
return 1;
}
private resolveCombatRange(model: HeroAttrsComp, defaultMin: number, defaultMax: number): [number, number] {
const minRange = model.getCachedMinSkillDistance();
const maxRange = model.getCachedMaxSkillDistance();
if (maxRange <= 0) return [defaultMin, defaultMax];
const safeMin = Math.max(0, Math.min(minRange, maxRange - 20));
return [safeMin, maxRange];
/**
* 按阵营裁剪 X 坐标,防止被击退/位移推出屏幕。
* HERO 后退不越过 BoxSet.LETF_ENDMON 后退不越过 BoxSet.RIGHT_END。
*/
private clampByFacBoundary(x: number, fac: number): number {
if (fac === FacSet.HERO) {
return Math.max(BoxSet.LETF_END, x);
}
return Math.min(BoxSet.RIGHT_END, x);
}
private findNearestEnemy(entity: ecs.Entity): HeroViewComp | null {
const currentView = entity.get(HeroViewComp);
if (!currentView?.node) return null;
const currentPos = currentView.node.position;
const myFac = entity.get(HeroAttrsComp).fac;
let nearest: HeroViewComp | null = null;
let minDis = Infinity;
/** 遍历筛出最近敌人:以 X 轴距离为主Y 轴距离作为同排的决胜权重,使角色优先攻击同路的敌人 */
ecs.query(this.getHeroViewMatcher()).forEach(e => {
const m = e.get(HeroAttrsComp);
@@ -392,38 +218,43 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
private updateRenderOrder() {
const scene = smc.map?.MapView?.scene;
const actorRoot = scene?.entityLayer?.node?.getChildByName("HERO");
if (!actorRoot) return;
const layerNode = scene?.entityLayer?.node;
if (!layerNode) return;
const now = Date.now() / 1000;
if (now - this.lastRenderSortAt < this.renderSortInterval) return;
this.lastRenderSortAt = now;
const heroRoot = layerNode.getChildByName("HERO");
const monRoot = layerNode.getChildByName("MON");
const bossRoot = layerNode.getChildByName("BOSS");
/** 分层重排同层节点:各阵营层内按 Y 轴路次 -> 前后位置 -> 出生序 -> eid 排序
* Boss 已有独立 BOSS 层固定在最底,无需 bossPriority 参与排序) */
this.renderEntryCount = 0;
ecs.query(this.getHeroViewMatcher()).forEach(e => {
const attrs = e.get(HeroAttrsComp);
const actorView = e.get(HeroViewComp);
if (!attrs || !actorView?.node || attrs.is_dead) return;
if (attrs.fac !== FacSet.HERO && attrs.fac !== FacSet.MON) return;
if (actorView.node.parent !== actorRoot) {
actorView.node.parent = actorRoot;
/** 按阵营/身份归位到对应显示层 */
let targetRoot: Node | null | undefined;
if (attrs.fac === FacSet.HERO) {
targetRoot = heroRoot;
} else {
targetRoot = attrs.is_boss ? (bossRoot ?? monRoot ?? heroRoot) : (monRoot ?? heroRoot);
}
if (!targetRoot) return;
if (actorView.node.parent !== targetRoot) {
actorView.node.parent = targetRoot;
}
// 获取 spawnOrder由于可能挂载 MoveComp 或 MonMoveComp我们需要动态获取
let spawnOrder = 0;
const heroMove = e.get(MoveComp);
if (heroMove) {
spawnOrder = heroMove.spawnOrder;
} else {
const monMove = e.get(MonMoveComp);
if (monMove) {
spawnOrder = monMove.spawnOrder;
}
}
/** 统一从 MoveComp 获取 spawnOrder */
const move = e.get(MoveComp);
const spawnOrder = move?.spawnOrder ?? 0;
// 按 Y 轴计算渲染层级权重Y 越小,说明越靠近屏幕下方,应该渲染在越前面)
// 之前的 isFly 逻辑已被移除,统一按 Y 轴处理三路渲染
const laneScore = -actorView.node.position.y;
// X 轴权重:站在前排的(交战处)优先渲染
const frontScore = attrs.fac === FacSet.HERO ? actorView.node.position.x : -actorView.node.position.x;
@@ -435,7 +266,6 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
this.renderEntries.push(entry);
}
entry.node = actorView.node;
entry.bossPriority = attrs.is_boss ? 1 : 0;
entry.laneScore = laneScore;
entry.frontScore = frontScore;
entry.spawnOrder = spawnOrder;
@@ -444,9 +274,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
});
this.renderEntries.length = this.renderEntryCount;
/** 定时重排同层节点Boss 优先级 -> Y 轴路次 -> 前后位置 -> 出生序 -> eid */
this.renderEntries.sort((a, b) => {
if (a.bossPriority !== b.bossPriority) return a.bossPriority - b.bossPriority;
// Y轴靠下的laneScore 较大)应该在后面,从而渲染在上面
if (Math.abs(a.laneScore - b.laneScore) > 10) return a.laneScore - b.laneScore;
if (a.frontScore !== b.frontScore) return a.frontScore - b.frontScore;
@@ -454,8 +282,14 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
return a.eid - b.eid;
});
this.renderEntries.forEach((item, index) => {
/** 分层应用 siblingIndex各层内部从 0 递增 */
const layerCounters = new Map<Node, number>();
this.renderEntries.forEach((item) => {
const parent = item.node.parent;
if (!parent) return;
const index = layerCounters.get(parent) ?? 0;
item.node.setSiblingIndex(index);
layerCounters.set(parent, index + 1);
});
}
}

View File

@@ -0,0 +1,143 @@
/**
* @file BattleBannerComp.ts
* @description 战斗横幅统一通道组件(表现层)
*
* 职责:
* 1. 监听清屏WaveClear/ Boss 预警BossWarning/ 连杀ComboReach事件播分级横幅。
* 2. 横幅动画右侧飞入backOut→ 中央停留 → 左侧飞出backIn与 MissionComp.playTooltipAnim 同风格。
* 3. 清屏奖励结算fastClear 金币 / allAlive 刷新石),走 MissionEconomy 静态接口。
* 4. Boss 登场BossSpawn触发震屏 + 音效。
*
* 使用 oops-framework 模块oops.message事件解耦、oops.audio音效
* 编辑器绑定bannerNodeLabel+背景节点,初始 active=false
*/
import { _decorator, Node, Label, tween, Tween, v3, Color } from "cc";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { GameEvent } from "../common/config/GameEvent";
import { MissionEconomy } from "./MissionEconomy";
import { ScreenShake } from "../common/ScreenShake";
import { WAVE_DURATION } from "./RogueConfig";
const { ccclass, property } = _decorator;
/** 清屏奖励:迅速清场(< 75% 时长) */
const FAST_CLEAR_COIN = 2;
/** 清屏奖励:极速清场(< 50% 时长) */
const ULTRA_CLEAR_COIN = 5;
/** 连杀分级金币爆发tier 0/1/2 对应 5/10/20 连杀) */
const COMBO_COIN = [2, 5, 10];
@ccclass('BattleBannerComp')
export class BattleBannerComp extends CCComp {
/** 横幅节点Label+背景,初始隐藏),编辑器拖拽绑定 */
@property({ type: Node, tooltip: "横幅节点Label+背景,初始 active=false" })
bannerNode: Node | null = null;
/** 上次横幅播放时间戳去抖0.3s 内的新横幅直接打断旧的,不叠加 tween */
private lastBannerTime: number = 0;
onLoad() {
// oops.message 全局事件总线:清屏 / Boss 预警 / Boss 登场 / 连杀
oops.message.on(GameEvent.WaveClear, this.onWaveClear, this);
oops.message.on(GameEvent.BossWarning, this.onBossWarning, this);
oops.message.on(GameEvent.BossSpawn, this.onBossSpawn, this);
oops.message.on(GameEvent.ComboReach, this.onComboReach, this);
}
onDestroy() {
oops.message.off(GameEvent.WaveClear, this.onWaveClear, this);
oops.message.off(GameEvent.BossWarning, this.onBossWarning, this);
oops.message.off(GameEvent.BossSpawn, this.onBossSpawn, this);
oops.message.off(GameEvent.ComboReach, this.onComboReach, this);
}
// ======================== 事件处理 ========================
/** 清屏庆祝:分级文案 + 奖励结算 */
private onWaveClear(event: string, data: { wave: number; clearTime: number; allAlive: boolean; fastClear: number }) {
if (data.allAlive) {
this.playBanner("Perfect!", new Color(255, 80, 80), 1.2);
MissionEconomy.addRefreshStone(1);
oops.audio.playEffect("music/flash");
} else if (data.fastClear === 2) {
this.playBanner("极速清场!", new Color(255, 170, 0), 1.15);
MissionEconomy.addCoin(ULTRA_CLEAR_COIN);
oops.audio.playEffect("music/flash");
} else if (data.fastClear === 1) {
this.playBanner("迅速清场!", new Color(255, 220, 60), 1.05);
MissionEconomy.addCoin(FAST_CLEAR_COIN);
} else {
this.playBanner("Clear!", new Color(255, 255, 255), 1.0);
}
}
/** Boss 回合预警:红字横幅 */
private onBossWarning(event: string, data: { wave: number; eta: number }) {
this.playBanner("强敌来袭!", new Color(255, 60, 60), 1.3);
oops.audio.playEffect("music/flash");
}
/** Boss 登场:震屏 + 闷响 */
private onBossSpawn() {
ScreenShake.shake(10, 0.4);
oops.audio.playEffect("music/dun");
}
/** 连杀达阈值:分级文案 + 震屏 + 金币爆发 */
private onComboReach(event: string, data: { count: number; tier: number }) {
const tier = Math.min(data.tier, 2);
const colors = [new Color(255, 230, 80), new Color(255, 150, 30), new Color(255, 60, 60)];
const scales = [1.0, 1.2, 1.4];
this.playBanner(`${data.count} 连杀!`, colors[tier], scales[tier]);
if (tier === 1) ScreenShake.shake(4, 0.2);
if (tier === 2) ScreenShake.shake(8, 0.3);
MissionEconomy.addCoin(COMBO_COIN[tier]);
// 占位音效分级(后续可替换为升调 combo 音效)
oops.audio.playEffect(tier === 2 ? "music/Fire" : tier === 1 ? "music/Critical" : "music/Hit");
}
// ======================== 横幅播放 ========================
/**
* 播放横幅:右进 → 中央停留 → 左出
* @param text 文案
* @param color 文字颜色
* @param scale 整体缩放(分级表现力)
*/
private playBanner(text: string, color: Color, scale: number = 1.0) {
if (!this.bannerNode || !this.bannerNode.isValid) return;
// 去抖0.3s 内的新横幅直接打断旧的
const now = Date.now();
if (now - this.lastBannerTime < 300) {
Tween.stopAllByTarget(this.bannerNode);
}
this.lastBannerTime = now;
this.bannerNode.active = true;
this.bannerNode.setScale(v3(scale, scale, 1));
const label = this.bannerNode.getComponentInChildren(Label);
if (label) {
label.string = text;
label.color = color;
label.updateRenderData(true);
}
Tween.stopAllByTarget(this.bannerNode);
const startPos = v3(1200, 0, 0);
const centerPos = v3(0, 0, 0);
const endPos = v3(-1200, 0, 0);
this.bannerNode.setPosition(startPos);
tween(this.bannerNode)
.to(0.4, { position: centerPos }, { easing: "backOut" })
.to(0.8, { position: v3(-40, 0, 0) }, { easing: "sineInOut" })
.to(0.35, { position: endPos }, { easing: "backIn" })
.call(() => {
this.bannerNode!.active = false;
})
.start();
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "676e7123-f3e8-4e9e-8942-b1c025c6708e",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -285,11 +285,11 @@ export class CHeroComp extends CCComp {
// 背景:按 card_lv 激活对应颜色子节点1→green 2→blue 3→purple 4→red 5→yellow
this.updateBgNode();
// 描述富文本:不再单独手写 info统一套用英雄 1 级能力介绍buildSkillDescMoreRich
// 描述富文本:统一套用英雄 5 级能力介绍buildSkillDescMoreRich
// 与英雄信息弹窗/升级确认框同一套文案规则,杜绝手写文案与数值漂移
// outlineRich 为整段富文本包裹描边,提升深色面板可读性
if (this.info_rich) {
const desc = hero ? buildSkillDescMoreRich(this.buildHeroDescSource(hero)) : (this.cardData.info || "");
const desc = hero ? buildSkillDescMoreRich(this.buildHeroDescSource(hero), false) : (this.cardData.info || "");
this.info_rich.string = outlineRich(desc);
this.info_rich.node.active = !!desc;
}
@@ -467,14 +467,14 @@ export class CHeroComp extends CCComp {
}
/**
* 构造英雄 1 级能力描述数据源ISkillDescSource
* lv 恒为 1,由各 resolver 取 1 级生效档,与英雄信息弹窗初始展示口径一致
* 构造英雄 5 级能力描述数据源ISkillDescSource
* lv 恒为 5,由各 resolver 取 5 级生效档,展示英雄满级能力信息
* @param hero HeroInfo 静态配置项
* @returns 描述数据源
*/
private buildHeroDescSource(hero: typeof HeroInfo[number]): ISkillDescSource {
return {
lv: 1,
lv: 5,
call: hero.call,
dead: hero.dead,
fstart: hero.fstart,

View File

@@ -0,0 +1,101 @@
/**
* @file CoinFlyComp.ts
* @description 金币飞行表现组件(表现层,纯视觉)
*
* 职责:
* 1. 监听 CoinFly 事件(怪物死亡掉金币,账务已由 MissionEconomy 即时结算)。
* 2. 从怪物位置生成金币 icon抛物线散开后加速飞入钱包 icon。
* 3. 独立 NodePool 管理金币节点(上限 30不复用伤害飘字池。
*
* 使用 oops-framework 模块oops.message事件解耦
* 编辑器绑定flyLayer全屏容器最高 sibling、coinIconSrc钱包 coin/icon 节点,取其 spriteFrame
*/
import { _decorator, Node, Sprite, UITransform, tween, v3, Vec3, NodePool } from "cc";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { GameEvent } from "../common/config/GameEvent";
const { ccclass, property } = _decorator;
/** 普通怪金币枚数 */
const COIN_COUNT_NORMAL = 3;
/** Boss 金币枚数 */
const COIN_COUNT_BOSS = 8;
/** 对象池上限(防节点泄漏) */
const POOL_MAX = 30;
@ccclass('CoinFlyComp')
export class CoinFlyComp extends CCComp {
@property({ type: Node, tooltip: "金币飞行容器(全屏节点,置于最高 sibling 盖在所有 UI 之上)" })
flyLayer: Node | null = null;
@property({ type: Node, tooltip: "钱包金币 icon 节点(运行期取其 spriteFrame 克隆)" })
coinIconSrc: Node | null = null;
/** 金币节点对象池 */
private pool: NodePool = new NodePool();
onLoad() {
// oops.message 全局事件总线:金币飞行
oops.message.on(GameEvent.CoinFly, this.onCoinFly, this);
}
onDestroy() {
oops.message.off(GameEvent.CoinFly, this.onCoinFly, this);
this.pool.clear();
}
private onCoinFly(event: string, data: { worldPos: Vec3 | null; gold: number; isBoss: boolean }) {
if (!this.flyLayer || !this.coinIconSrc || !data.worldPos) return;
const uiTransform = this.flyLayer.getComponent(UITransform);
if (!uiTransform) return;
const startPos = uiTransform.convertToNodeSpaceAR(data.worldPos);
const endPos = uiTransform.convertToNodeSpaceAR(this.coinIconSrc.worldPosition);
const count = data.isBoss ? COIN_COUNT_BOSS : COIN_COUNT_NORMAL;
for (let i = 0; i < count; i++) {
this.spawnCoin(startPos, endPos, i * 0.03);
}
}
/** 生成一枚金币:上抛散开 → 加速飞向钱包 → 回收 */
private spawnCoin(startPos: Vec3, endPos: Vec3, delay: number) {
const coin = this.pool.size() > 0 ? this.pool.get()! : this.createCoinNode();
coin.parent = this.flyLayer;
coin.setPosition(startPos);
coin.setScale(v3(1, 1, 1));
const scatter = v3(
startPos.x + (Math.random() * 120 - 60),
startPos.y + 60 + Math.random() * 40,
0);
tween(coin)
.delay(delay)
.to(0.25, { position: scatter }, { easing: "quadOut" })
.to(0.4, { position: endPos }, { easing: "quadIn" })
.call(() => this.recycleCoin(coin))
.start();
}
private createCoinNode(): Node {
const node = new Node("coin_fly");
node.addComponent(UITransform).setContentSize(32, 32);
const sp = node.addComponent(Sprite);
const srcSp = this.coinIconSrc?.getComponent(Sprite);
if (srcSp?.spriteFrame) {
sp.spriteFrame = srcSp.spriteFrame;
}
return node;
}
private recycleCoin(coin: Node) {
if (this.pool.size() >= POOL_MAX) {
coin.destroy();
return;
}
this.pool.put(coin);
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "f607a68a-c2e6-4ebb-8439-569a24143e6e",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,72 @@
/**
* @file ComboComp.ts
* @description 连杀 Combo 计数组件(逻辑层,事件驱动)
*
* 职责:
* 1. 监听 MonDead 事件2s 滑动窗口内累计连杀数。
* 2. 达阈值5/10/20时派发 ComboReach 事件,由 BattleBannerComp 消费分级表现。
* 3. 窗口超时或整局结束MissionEnd清零。
*
* 使用 oops-framework 模块oops.message事件解耦
* 本组件无 UI 绑定,挂 mission.prefab 任意节点即可。
*/
import { _decorator } from "cc";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { GameEvent } from "../common/config/GameEvent";
import { smc } from "../common/SingletonModuleComp";
const { ccclass } = _decorator;
/** 连杀窗口(秒):窗口内每次击杀续期 */
const COMBO_WINDOW = 2;
/** 连杀阈值档位x5 / x10 / x20 */
const COMBO_TIERS = [5, 10, 20];
@ccclass('ComboComp')
export class ComboComp extends CCComp {
/** 当前连杀数 */
private comboCount: number = 0;
/** 滑动窗口剩余时间(秒) */
private windowTimer: number = 0;
onLoad() {
// oops.message 全局事件总线:怪物死亡 / 整局结束
oops.message.on(GameEvent.MonDead, this.onMonDead, this);
oops.message.on(GameEvent.MissionEnd, this.resetCombo, this);
}
onDestroy() {
oops.message.off(GameEvent.MonDead, this.onMonDead, this);
oops.message.off(GameEvent.MissionEnd, this.resetCombo, this);
}
private onMonDead() {
this.comboCount++;
this.windowTimer = COMBO_WINDOW;
const tier = COMBO_TIERS.indexOf(this.comboCount);
if (tier >= 0) {
// oops.message 全局事件总线:连杀达阈值(横幅/震屏/金币爆发由 BattleBannerComp 消费)
oops.message.dispatchEvent(GameEvent.ComboReach, {
count: this.comboCount,
tier,
});
}
}
private resetCombo() {
this.comboCount = 0;
this.windowTimer = 0;
}
protected update(dt: number) {
if (!smc.mission.play || smc.mission.pause) return;
if (this.windowTimer > 0) {
this.windowTimer -= dt;
if (this.windowTimer <= 0) {
this.comboCount = 0;
}
}
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "1bf46bb7-2f09-4487-9551-3672912c0afb",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -37,6 +37,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
import { CardTriggerType } from "../common/config/CardSet";
import { EquipPoolList } from "../common/config/EquipSet";
import { SkillSet, SkillOverrides, FieldSkillSet } from "../common/config/SkillSet";
import { FieldEntry } from "../common/config/heroSet";
import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { smc } from "../common/SingletonModuleComp";
@@ -93,8 +94,8 @@ export class EquipBoxComp extends CCComp {
private keep_waves: number = 0;
/** 技能覆写参数自定义伤害、Buff等 */
private overrides?: SkillOverrides;
/** 驻场技能 UUID 列表 */
public field: number[] = [];
/** 驻场技能词条列表uuid 指向 FieldSkillSet 底座value 为生效数值) */
public field: FieldEntry[] = [];
/** 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;
@@ -425,7 +426,7 @@ export class EquipBoxComp extends CCComp {
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];
const fieldUuid = this.field?.[0]?.uuid;
iconId = fieldUuid ? FieldSkillSet[fieldUuid]?.icon : undefined;
}
}

View File

@@ -584,7 +584,7 @@ export class HInfoComp extends CCComp {
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];
const fieldUuid = config.field?.[0]?.uuid;
iconId = fieldUuid ? FieldSkillSet[fieldUuid]?.icon : undefined;
}
}

View File

@@ -557,13 +557,19 @@ export class HeroBoxComp extends CCComp {
}
// ---- AP / HP ----
// plus附加值= 最终值 - 当前等级基础值;基础值 = 1 级原始 base + 等级成长 + ap/hp_bonus 一次性奖励。
// Why: base_ap/base_hp 是不含任何等级增长的原始值,直接用 final-base 会把升级带来的
// 属性增长也计入增量。这里补齐等级增长作为基准,使 plus 仅反映 buff/光环等临时增益。
const lv = Math.max(1, Math.floor(this.model.lv ?? 1));
const grow = hero ? calcGrowBonus(hero, lv) : { ap: 0, hp: 0 };
const finalAp = Math.max(0, Math.floor(this.model.getFinalAp()));
const baseAp = Math.max(0, Math.floor(this.model.base_ap ?? 0));
this.setStatRow(this.ap_all_label, this.ap_plus_label, finalAp, finalAp - baseAp);
const lvBaseAp = Math.max(0, Math.floor((this.model.base_ap ?? 0) + grow.ap + HeroBoxComp.sumBonus(hero?.ap_bonus, lv)));
this.setStatRow(this.ap_all_label, this.ap_plus_label, finalAp, finalAp - lvBaseAp);
const finalHp = Math.max(0, Math.floor(this.model.getFinalHpMax()));
const baseHp = Math.max(0, Math.floor(this.model.base_hp ?? 0));
this.setStatRow(this.hp_all_label, this.hp_plus_label, finalHp, finalHp - baseHp);
const lvBaseHp = Math.max(0, Math.floor((this.model.base_hp ?? 0) + grow.hp + HeroBoxComp.sumBonus(hero?.hp_bonus, lv)));
this.setStatRow(this.hp_all_label, this.hp_plus_label, finalHp, finalHp - lvBaseHp);
// ---- 图标UUID 变化时重新加载首帧动画) ----
if (hero && heroUuid !== this.iconHeroUuid) {

View File

@@ -61,10 +61,10 @@ export class HeroMoreCom extends Component {
/** 冰冻率附加值 */
@property(Label)
private freeze_plus_label: Label = null;
/** 击退总值(百分点 */
/** 击退强化总值(击退距离增量 */
@property(Label)
private knockback_all_label: Label = null;
/** 击退附加值 */
/** 击退强化附加值 */
@property(Label)
private knockback_plus_label: Label = null;
/** 穿透率总值(百分点) */
@@ -177,12 +177,13 @@ export class HeroMoreCom extends Component {
const finalCritDmg = this.model.getFinalCritDamage();
this.setStatRow(this.crit_dmg_all_label, this.crit_dmg_plus_label, finalCritDmg, finalCritDmg - (this.model.crit_damage ?? 0), "%");
// ---- 冰冻率 / 击退 / 穿透率 / 风怒率(百分点) ----
// ---- 冰冻率 / 击退强化 / 穿透率 / 风怒率 ----
const finalFreeze = this.model.getFinalFreezeChance();
this.setStatRow(this.freeze_all_label, this.freeze_plus_label, finalFreeze, finalFreeze - (this.model.freeze_chance ?? 0), "%");
// 击退强化已改为击退距离增量,不再按百分比显示
const finalKnockback = this.model.getFinalKnockbackChance();
this.setStatRow(this.knockback_all_label, this.knockback_plus_label, finalKnockback, finalKnockback - (this.model.knockback_chance ?? 0), "%");
this.setStatRow(this.knockback_all_label, this.knockback_plus_label, finalKnockback, finalKnockback - (this.model.knockback_chance ?? 0), "");
const finalPuncture = this.model.getFinalPunctureChance();
this.setStatRow(this.puncture_all_label, this.puncture_plus_label, finalPuncture, finalPuncture - (this.model.puncture_chance ?? 0), "%");

View File

@@ -5,7 +5,7 @@
* 职责:
* 1. **卡牌分发管理** —— 从卡池抽取 3 张英雄卡,分发到 3 个 CHeroComp 槽位。
* 抽卡规则:从基础英雄卡池按权重抽取,同一次抽卡内英雄不重复;
* 场上已召唤英雄不再刷出
* 不过滤已召唤英雄,抽到同 uuid 可触发二合一合成升级
* 2. **金币费用管理** —— 抽卡费用refreshCost的扣除。
* 3. **英雄数量上限校验** —— 在 UseHeroCard 事件的 guard 阶段判断是否允许再召唤英雄。
* 4. **场上英雄信息面板HInfoComp 列表)同步** ——
@@ -160,9 +160,9 @@ export class MissionCardComp extends CCComp {
/** 药品刷新按钮节点 */
@property(Node)
shop_refresh: Node = null!;
/** 抽卡(刷新)按钮节点 */
/** 刷新卡池按钮节点 */
@property(Node)
cards_chou: Node = null!
cards_refresh: Node = null!
/** 金币显示节点(含 icon + num 子节点) */
@property(Node)
@@ -192,6 +192,10 @@ export class MissionCardComp extends CCComp {
private itemCardComps: ItemListComp[] = [];
/** 是否已召唤过英雄(用于控制其他面板按钮是否可点击) */
private hasCalledHero: boolean = false;
/** 开局免费连续三选一的总次数 */
private static readonly OPENING_FREE_PICK_COUNT = 3;
/** 开局免费三选一剩余次数(>0 时招募不扣费,选完 1 张自动弹出下一组) */
private openingFreePicks: number = 0;
// ======================== 面板划出状态 ========================
@@ -271,10 +275,10 @@ export class MissionCardComp extends CCComp {
// 清理新手按钮指引的调度与动画,防止回调泄漏
this.stopButtonGuide();
this.unscheduleAllCallbacks();
if (this.cards_chou && this.cards_chou.isValid) {
this.cards_chou.off(NodeEventType.TOUCH_START, this.onDrawTouchStart, this);
this.cards_chou.off(NodeEventType.TOUCH_END, this.onDrawTouchEnd, this);
this.cards_chou.off(NodeEventType.TOUCH_CANCEL, this.onDrawTouchCancel, this);
if (this.cards_refresh && this.cards_refresh.isValid) {
this.cards_refresh.off(NodeEventType.TOUCH_START, this.onDrawTouchStart, this);
this.cards_refresh.off(NodeEventType.TOUCH_END, this.onDrawTouchEnd, this);
this.cards_refresh.off(NodeEventType.TOUCH_CANCEL, this.onDrawTouchCancel, this);
}
if (this.showHeros && this.showHeros.isValid) {
this.showHeros.off(NodeEventType.TOUCH_END, this.onShowHerosClick, this);
@@ -324,7 +328,7 @@ export class MissionCardComp extends CCComp {
this.layoutCardSlots();
this.clearAllCards();
this.resetButtonScale(this.cards_chou);
this.resetButtonScale(this.cards_refresh);
this.resetPanelOpenCosts();
this.updateCoinAndCostUI();
this.updateHeroNumUI(false, false);
@@ -352,7 +356,12 @@ export class MissionCardComp extends CCComp {
this.updatePanelButtonsInteractable();
// 初始化英雄信息盒3 个空槽位)
this.refreshHeroBoxSlots();
// 暂不启用 herobox 同步显示英雄信息(后续可能恢复),保留代码备查
// this.refreshHeroBoxSlots();
// 重置开局免费三选一次数,随后立即弹出第 1 组三选一
this.openingFreePicks = MissionCardComp.OPENING_FREE_PICK_COUNT;
this.showCardsPanel();
mLogger.log(this.debugMode, "MissionCardComp", "mission start");
}
@@ -399,7 +408,7 @@ export class MissionCardComp extends CCComp {
* 绑定所有事件监听:
* - 节点级事件MissionStart / MissionEnd / FightStart
* - 全局消息CoinAdd / MasterCalled / HeroDead / UseHeroCard / UseSpecialCard
* - 按钮触控:抽卡cards_chou
* - 按钮触控:刷新卡池cards_refresh
*/
private bindEvents() {
/** 生命周期事件(节点级) */
@@ -422,9 +431,9 @@ export class MissionCardComp extends CCComp {
oops.message.on(GameEvent.HeroUpgrade, this.onHeroUpgrade, this);
/** 按钮触控事件:抽卡 */
this.cards_chou?.on(NodeEventType.TOUCH_START, this.onDrawTouchStart, this);
this.cards_chou?.on(NodeEventType.TOUCH_END, this.onDrawTouchEnd, this);
this.cards_chou?.on(NodeEventType.TOUCH_CANCEL, this.onDrawTouchCancel, this);
this.cards_refresh?.on(NodeEventType.TOUCH_START, this.onDrawTouchStart, this);
this.cards_refresh?.on(NodeEventType.TOUCH_END, this.onDrawTouchEnd, this);
this.cards_refresh?.on(NodeEventType.TOUCH_CANCEL, this.onDrawTouchCancel, this);
/** 隐藏卡牌面板按钮 */
@@ -512,7 +521,7 @@ export class MissionCardComp extends CCComp {
let targetNode: Node | null = null;
switch (type) {
case "refresh_coin":
targetNode = this.cards_chou;
targetNode = this.cards_refresh;
break;
case "buy_coin":
targetNode = this.coins_node;
@@ -686,10 +695,10 @@ export class MissionCardComp extends CCComp {
oops.message.off(GameEvent.CardUsed, this.onCardUsed, this);
oops.message.off(GameEvent.HeroBoxEmptyClick, this.onHeroBoxEmptyClick, this);
oops.message.off(GameEvent.HeroUpgrade, this.onHeroUpgrade, this);
if (this.cards_chou && this.cards_chou.isValid) {
this.cards_chou.off(NodeEventType.TOUCH_START, this.onDrawTouchStart, this);
this.cards_chou.off(NodeEventType.TOUCH_END, this.onDrawTouchEnd, this);
this.cards_chou.off(NodeEventType.TOUCH_CANCEL, this.onDrawTouchCancel, this);
if (this.cards_refresh && this.cards_refresh.isValid) {
this.cards_refresh.off(NodeEventType.TOUCH_START, this.onDrawTouchStart, this);
this.cards_refresh.off(NodeEventType.TOUCH_END, this.onDrawTouchEnd, this);
this.cards_refresh.off(NodeEventType.TOUCH_CANCEL, this.onDrawTouchCancel, this);
}
if (this.showHeros && this.showHeros.isValid) {
this.showHeros.off(NodeEventType.TOUCH_END, this.onShowHerosClick, this);
@@ -746,19 +755,22 @@ export class MissionCardComp extends CCComp {
// 英雄登场后同步英雄信息盒
this.refreshHeroBoxSlots();
// 暂不启用 herobox 同步(后续可能恢复)
// this.refreshHeroBoxSlots();
}
/** 英雄死亡事件回调:刷新面板列表并更新英雄数量 UI */
private onHeroDead() {
this.updateHeroNumUI(true, false);
this.refreshHeroBoxSlots();
// 暂不启用 herobox 同步(后续可能恢复)
// this.refreshHeroBoxSlots();
}
/** 英雄被出售事件回调:更新英雄数量 UI 并清空对应英雄信息盒 */
private onHeroSell() {
this.updateHeroNumUI(true, false);
this.refreshHeroBoxSlots();
// 暂不启用 herobox 同步(后续可能恢复)
// this.refreshHeroBoxSlots();
}
/**
@@ -782,7 +794,8 @@ export class MissionCardComp extends CCComp {
/** 英雄升级事件回调:刷新英雄信息盒显示 */
private onHeroLvUp() {
this.refreshHeroBoxSlots();
// 暂不启用 herobox 同步(后续可能恢复)
// this.refreshHeroBoxSlots();
}
/** 英雄面板空槽位点击回调:展示英雄卡池选择界面 */
@@ -864,8 +877,18 @@ export class MissionCardComp extends CCComp {
if (heroIdx >= 0) {
const cards = this.buildDrawCards();
this.dispatchCardsToSlots(cards);
// 抽 1 张后关闭英雄卡池面板
this.hideCardsPanel();
// 开局免费三选一次数未用完时保持面板展开,连续弹出下一组三选一
if (this.openingFreePicks > 0) {
this.openingFreePicks--;
if (this.openingFreePicks <= 0) {
// 最后一组选完,免费次数耗尽,收起面板并通知自动进入战斗
this.hideCardsPanel();
oops.message.dispatchEvent("OpeningPicksDone");
}
} else {
// 抽 1 张后关闭英雄卡池面板
this.hideCardsPanel();
}
mLogger.log(this.debugMode, "MissionCardComp", "refresh hero pool after buy", {
triggerSlot: heroIdx
});
@@ -910,16 +933,16 @@ export class MissionCardComp extends CCComp {
/** 抽卡按钮按下反馈 */
private onDrawTouchStart() {
this.playButtonPressAnim(this.cards_chou);
this.playButtonPressAnim(this.cards_refresh);
}
/** 抽卡按钮释放 → 执行抽卡逻辑 */
private onDrawTouchEnd() {
oops.audio.playEffect("music/button");
this.playButtonClickAnim(this.cards_chou, () => this.onClickDraw());
this.playButtonClickAnim(this.cards_refresh, () => this.onClickDraw());
}
/** 抽卡按钮取消 → 恢复缩放 */
private onDrawTouchCancel() {
this.playButtonResetAnim(this.cards_chou);
this.playButtonResetAnim(this.cards_refresh);
}
// ======================== 新手按钮指引 ========================
@@ -1214,24 +1237,21 @@ export class MissionCardComp extends CCComp {
}
/**
* 英雄面板按钮回调:
* 英雄面板herosPanNode为常驻基准面板固定不动
* 点击按钮收起装备/技能/药品覆盖面板并显示英雄抽卡面板cardPanNode
* 英雄招募按钮:每次都展开三选一面板,玩家选 1
* 开局免费三选一次数未用完时不扣面板开启费。
* 满员HERO_MAX_NUM时气泡提示并拦截不扣费、不计数
*/
private onShowHerosClick() {
oops.audio.playEffect("music/button");
// 已展开则不重复开启(不重复扣费)
if (this.isCardPanelShown) return;
// 英雄槽位已满:气泡提示并中止,不再展开三选一,也不扣开启费用
// 满员拦截
if (this.getAliveHeroCount() >= this.getMissionHeroMaxNum()) {
this.showSmallTip("panel_hero_full", "英雄槽已满");
return;
}
// 开启英雄抽卡面板需支付金币,金币不足则提示并中止
if (!this.tryPayPanelOpenCost(0)) return;
// 收起装备/技能/药品覆盖面板
// 开局免费次数内不扣面板开启费
if (this.openingFreePicks <= 0 && !this.tryPayPanelOpenCost(0)) return;
this.slideToPanel(0);
// 显示英雄抽卡面板(缩放 0→1并点亮按钮 active 高亮)
this.showCardsPanel();
}
@@ -1244,8 +1264,12 @@ export class MissionCardComp extends CCComp {
* 3. 多余槽位清空数据并隐藏(默认全部隐藏,召唤一个激活一个)。
*
* Why: 英雄召唤 / 死亡 / 卖出 / 升级后调用,保证面板与场上一一对应。
*
* 备注:当前版本暂不启用 herobox 同步显示英雄信息(后续可能恢复),
* 方法体已整体注释,所有调用点也已注释。恢复时取消方法体与调用点注释。
*/
private refreshHeroBoxSlots() {
/* 暂不启用 herobox 同步,保留实现备查
if (!this.herosBoxNode || !this.herosBoxNode.isValid) return;
this.ensureHeroBoxSlots();
@@ -1276,6 +1300,7 @@ export class MissionCardComp extends CCComp {
// 列表高度只按可见槽位(存活英雄数)计算,空槽位已隐藏不再占位
this.resizeListBox(this.herosBoxNode, actors.length);
*/
}
/**
@@ -1752,10 +1777,10 @@ export class MissionCardComp extends CCComp {
// ======================== 核心业务:抽卡 ========================
/**
* 抽卡按钮核心逻辑:
* 1. 检查金币是否足够 → 不够则 toast 提示。
* 刷新卡池按钮核心逻辑:
* 1. 检查金币/刷新石是否足够 → 不够则 toast 提示。
* 2. 扣除费用、播放金币动画。
* 3. 重新布局槽位 → 从卡池构建 3 张卡 → 分发到槽位。
* 3. 重新布局槽位 → 从卡池构建 3 张卡 → 分发到槽位(三选一展示)
*/
private onClickDraw() {
const cost = MissionEconomy.getRefreshCost(this.refreshCost);
@@ -1770,7 +1795,7 @@ export class MissionCardComp extends CCComp {
return;
}
mLogger.log(this.debugMode, "MissionCardComp", "click draw", {
mLogger.log(this.debugMode, "MissionCardComp", "click refresh", {
cost,
leftCoin: MissionEconomy.getCoin()
});
@@ -1779,6 +1804,14 @@ export class MissionCardComp extends CCComp {
this.dispatchCardsToSlots(cards);
}
/**
* 构建随机召唤卡池:全英雄卡。
* @returns 卡配置数组
*/
private buildRandomSummonPool(): CardConfig[] {
return CardPoolList.filter(c => c.type === CardType.Hero);
}
// ======================== 阶段切换 ========================
/** 缓存卡牌面板的基准缩放值(从场景初始状态读取,仅缓存一次) */
@@ -1852,15 +1885,13 @@ export class MissionCardComp extends CCComp {
*
* 规则:
* 1. 从基础英雄卡池按权重抽取,同一次抽卡内英雄不重复。
* 2. 过滤掉场上已召唤英雄(已召唤的英雄不再刷出,仅通过升级卡升级
* 2. 过滤已召唤英雄:抽到同 uuid 可触发二合一合成升级。
* 3. 不足 3 张时循环补齐(允许重复)。
*
* 注:升级卡机制已移除,英雄卡池只出普通英雄卡。
*/
private buildDrawCards(): CardConfig[] {
const heroCards = CardPoolList.filter(c => c.type === CardType.Hero);
const aliveHeroUuids = this.getAliveHeroUuids();
const availableHeroCards = heroCards.filter(c => !aliveHeroUuids.has(c.uuid));
const availableHeroCards = CardPoolList.filter(c => c.type === CardType.Hero);
if (availableHeroCards.length === 0) return [];
@@ -1903,12 +1934,10 @@ export class MissionCardComp extends CCComp {
heroType,
unique: true, // 保证一次刷新内的英雄卡不重复
});
// 过滤掉场上已召唤英雄的普通英雄卡(已召唤的英雄不再重复刷出)
const aliveHeroUuids = this.getAliveHeroUuids();
const available = cards.filter(c => !aliveHeroUuids.has(c.uuid));
if (available.length <= 0) return false;
// 过滤已召唤英雄:抽到同 uuid 可触发二合一合成升级
if (cards.length <= 0) return false;
this.layoutCardSlots();
this.dispatchCardsToSlots(available.slice(0, 3));
this.dispatchCardsToSlots(cards.slice(0, 3));
return true;
}
@@ -2029,7 +2058,7 @@ export class MissionCardComp extends CCComp {
private updateDrawCostUI() {
const stones = MissionEconomy.getRefreshStone();
const stoneCost = MissionEconomy.getRefreshStoneCost();
this.updateOneRefreshBtnUI(this.cards_chou, stones, stoneCost);
this.updateOneRefreshBtnUI(this.cards_refresh, stones, stoneCost);
this.updateOneRefreshBtnUI(this.equip_refresh, stones, stoneCost);
this.updateOneRefreshBtnUI(this.shop_refresh, stones, stoneCost);
this.updateOneRefreshBtnUI(this.skill_refresh, stones, stoneCost);
@@ -2163,22 +2192,6 @@ export class MissionCardComp extends CCComp {
return actors;
}
/**
* 获取场上所有存活英雄的 hero_uuid 集合。
* 用于抽卡时过滤:已召唤的英雄不再从普通英雄卡池中刷出。
*/
private getAliveHeroUuids(): Set<number> {
const uuids = new Set<number>();
ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
const model = entity.get(HeroAttrsComp);
if (!model) return;
if (model.fac !== FacSet.HERO) return;
if (model.is_dead) return;
uuids.add(model.hero_uuid);
});
return uuids;
}
/**
* 按 eid 精确升级场上对应英雄实体。
*
@@ -2343,7 +2356,7 @@ export class MissionCardComp extends CCComp {
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {
this.resetButtonScale(this.cards_chou);
this.resetButtonScale(this.cards_refresh);
// 关键:在 reset/销毁 时将 Map 置空,彻底切断引用
this.cardComps = [];

View File

@@ -48,7 +48,7 @@ import { Tooltip } from "../skill/Tooltip";
import { Timer } from "db://oops-framework/core/common/timer/Timer";
import { FieldSkillType } from "../common/config/SkillSet";
import { FieldSkillHelper } from "../hero/FieldSkillHelper";
import { spawningEngine, MAX_WAVE, DynamicTuner } from "./RogueConfig";
import { spawningEngine, WAVE_DURATION, BATTLE_TIMEOUT } from "./RogueConfig";
const { ccclass, property } = _decorator;
/** 任务(关卡)生命周期阶段 */
@@ -82,11 +82,6 @@ export class MissionComp extends CCComp {
// ======================== 配置参数 ========================
/** 怪物数量上限(超过后暂停刷怪) */
private maxMonsterCount: number = 80;
/** 怪物数量恢复阈值(降至此值以下恢复刷怪) */
private resumeMonsterCount: number = 45;
// ======================== 编辑器绑定节点 ========================
/** 开始战斗按钮 */
@@ -128,8 +123,12 @@ export class MissionComp extends CCComp {
PhaseTime: Timer = new Timer(1)
/** 回合间倒计时(秒) */
private waveCountdown: number = 0;
/** 回合间倒计时总时长(秒 */
private readonly WAVE_COUNTDOWN_DURATION: number = 5;
/** 倒计时档位:快清场(压缩垃圾时间,奖励强 build */
private static readonly COUNTDOWN_FAST = 2.5;
/** 倒计时档位:普通 */
private static readonly COUNTDOWN_NORMAL = 4.0;
/** 倒计时档位:有英雄死亡(保留满运营窗口:调整阵型/复活/买卡) */
private static readonly COUNTDOWN_FULL = 5.0;
/** 上一次显示的时间字符串(避免重复设置) */
private lastTimeStr: string = "";
/** 上一次显示的秒数(避免重复计算) */
@@ -160,6 +159,12 @@ export class MissionComp extends CCComp {
private currentWave: number = 0;
/** 是否为Boss回合 */
private isBossWave: boolean = false;
/** 超时回合已在 onBattleTimeout 预扣留存分BattleEnd 需跳过重复累加 */
private skipRemainScoreOnBattleEnd: boolean = false;
/** 上回合英雄死亡数快照BattleEnd 写入,供下一回合倒计时档位判定) */
private lastWaveDeathCount: number = 0;
/** 上回合计时口径清场时间快照(含清场加速还原,供下一回合倒计时档位判定) */
private lastWaveClearTime: number = 0;
/** 当前任务阶段 */
public currentPhase: MissionPhase = MissionPhase.None;
/** 是否处于回合间倒计时状态 */
@@ -186,8 +191,8 @@ export class MissionComp extends CCComp {
this.on(GameEvent.NewWave, this.onNewWave, this)
this.on(GameEvent.DO_AD_BACK, this.do_ad, this)
this.start_btn?.on(NodeEventType.TOUCH_END, this.onStartFightBtnClick, this)
// 第一回合准备阶段,首个英雄召唤后自动开始战斗(无需玩家点击开始按钮)
oops.message.on(GameEvent.MasterCalled, this.onHeroSummoned, this);
// 开局免费三选一选完后自动进入战斗
oops.message.on("OpeningPicksDone", this.onOpeningPicksDone, this);
this.removeMemoryPanel()
}
@@ -209,7 +214,7 @@ export class MissionComp extends CCComp {
if (this.start_btn && this.start_btn.isValid) {
this.start_btn.off(NodeEventType.TOUCH_END, this.onStartFightBtnClick, this);
}
oops.message.off(GameEvent.MasterCalled, this.onHeroSummoned, this);
oops.message.off("OpeningPicksDone", this.onOpeningPicksDone, this);
}
/**
@@ -248,6 +253,11 @@ export class MissionComp extends CCComp {
smc.vmdata.mission_data.fight_time += dt
this.clearTime += dt
this.update_time();
// 战斗超时兜底:僵局(坦克 vs 高血 Boss 互磨不死)时强制结算整局
if (this.clearTime >= BATTLE_TIMEOUT) {
this.onBattleTimeout();
}
}
}
@@ -275,13 +285,20 @@ export class MissionComp extends CCComp {
// ======================== 回合倒计时 ========================
/** 进入回合间倒计时:重置倒计时并显示提示 */
/** 进入回合间倒计时:按上回合战况分档(快清场压缩垃圾时间,有死亡保留运营窗口) */
private startWaveCountdown() {
this.waveCountdown = this.WAVE_COUNTDOWN_DURATION;
this.waveCountdown = this.computeCountdown();
this.isWaveCountdown = true;
this.updateCountdownUI(true);
}
/** 计算下一回合倒计时档位:读 BattleEnd 写入的快照onNewWave 会清零 clearTime不能现读 */
private computeCountdown(): number {
if (this.lastWaveDeathCount > 0) return MissionComp.COUNTDOWN_FULL;
if (this.lastWaveClearTime > 0 && this.lastWaveClearTime < WAVE_DURATION * 0.65) return MissionComp.COUNTDOWN_FAST;
return MissionComp.COUNTDOWN_NORMAL;
}
/** 更新倒计时 UI显示剩余秒数 */
private updateCountdownUI(force: boolean = false) {
if (!this.isWaveCountdown) return;
@@ -491,12 +508,21 @@ export class MissionComp extends CCComp {
case MissionPhase.PrepareEnd:
// 不隐藏开始按钮
// 开闸刷怪MissionMonComp 在本阶段启动分批释放,需解除暂停标志让第一批按时出场
smc.mission.stop_spawn_mon = false;
oops.message.dispatchEvent("PhasePrepareEnd");
break;
case MissionPhase.BattleStart:
// 触发战斗开始技能fstart
this.triggerHeroBattleSkills(true);
// Boss 预警Boss 同步场立即登场eta=0
if (this.isBossWave) {
oops.message.dispatchEvent(GameEvent.BossWarning, {
wave: this.currentWave,
eta: 0,
});
}
break;
case MissionPhase.Battle:
@@ -520,40 +546,40 @@ export class MissionComp extends CCComp {
// 【评分系统 - 战绩分】每回合胜利加分
smc.vmdata.scores.wave_win_count++;
// 【评分系统 - 战绩分】记录每回合结束时场上留存的敌人数量(扣分项)
smc.vmdata.scores.wave_remain_monsters += smc.vmdata.mission_data.mon_num;
// 超时回合已在 onBattleTimeout 预扣,跳过防重
if (!this.skipRemainScoreOnBattleEnd) {
smc.vmdata.scores.wave_remain_monsters += smc.vmdata.mission_data.mon_num;
}
this.skipRemainScoreOnBattleEnd = false;
let allAlive = true;
let hasHero = false;
let heroDeathCount = 0;
ecs.query(this.heroAttrsMatcher).forEach(entity => {
const attrs = entity.get(HeroAttrsComp);
if (attrs && attrs.fac === FacSet.HERO) {
hasHero = true;
if (attrs.is_dead) {
allAlive = false;
heroDeathCount++;
}
}
});
// 英雄为真实死亡(实体已销毁),本回合死亡数取死亡记录长度
const heroDeathCount = smc.mission.dead_heroes.length;
if (heroDeathCount > 0) allAlive = false;
// 【动态难度调节】根据本回合战况自动放水 / 加压
DynamicTuner.adjust(this.clearTime, heroDeathCount);
mLogger.log(this.debugMode, 'MissionComp', `[DynamicTuner] wave=${this.currentWave} clearTime=${this.clearTime.toFixed(1)}s deaths=${heroDeathCount} factor=${DynamicTuner.factor.toFixed(2)}`);
// 快照供倒计时档位判定onNewWave 会清零 clearTime必须提前快照
this.lastWaveDeathCount = heroDeathCount;
this.lastWaveClearTime = this.clearTime;
// 【评分系统 - 战绩分】记录全员存活的胜利回合数(额外加分)
if (hasHero && allAlive) {
smc.vmdata.scores.wave_all_alive_count++;
}
// 【评分系统 - 战绩分】判断是否通过最后一关第20回合
if (this.currentWave === MAX_WAVE) {
smc.vmdata.scores.passed_wave_20 = true;
}
// 【评分系统 - 战绩分】单场 Boss 战定胜负,通过即视为通关
smc.vmdata.scores.passed_wave_20 = true;
}
// 触发战斗结束技能fend
this.triggerHeroBattleSkills(false);
// 战斗结束阶段,给予所有英雄恢复70%血量的技能效果
// 战斗结束阶段,按 FightSet.WAVE_HEAL_RATE 恢复所有英雄血量
this.healAllHeroes();
// 【新增】派发每回合战斗结束事件,供卡牌技能监听(区别于整局结束的 MissionEnd
@@ -674,7 +700,7 @@ export class MissionComp extends CCComp {
}
/**
* 战斗结束阶段治疗所有英雄(包括墓地英雄),恢复70%最大生命值
* 战斗结束阶段治疗所有英雄(包括墓地英雄),按 FightSet.WAVE_HEAL_RATE 恢复最大生命值比例
*/
private healAllHeroes() {
const healRateBoost = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.WaveHeal);
@@ -710,13 +736,8 @@ export class MissionComp extends CCComp {
this.to_fight();
}
/**
* 英雄召唤事件回调:
* 第一回合准备阶段Prepare只有第 1 回合才会进入,
* 此时首个英雄一旦召唤即自动开战,无需玩家点击开始按钮。
* 后续回合走 PrepareStart 倒计时自动流转,不会进入 Prepare。
*/
private onHeroSummoned() {
/** 开局免费三选一选完,自动进入战斗(等效于点击开始按钮) */
private onOpeningPicksDone() {
if (this.currentPhase !== MissionPhase.Prepare) return;
if (!smc.mission.play || smc.mission.pause) return;
this.to_fight();
@@ -784,10 +805,12 @@ export class MissionComp extends CCComp {
this.clearTime = 0
smc.vmdata.mission_data.mon_num = 0
smc.vmdata.mission_data.level = 1
smc.vmdata.mission_data.mon_max = Math.max(1, Math.floor(this.maxMonsterCount))
this.currentPhase = MissionPhase.None;
this.currentWave = 1;
this.isBossWave = false;
this.skipRemainScoreOnBattleEnd = false;
this.lastWaveDeathCount = 0;
this.lastWaveClearTime = 0;
this.rewards = []
this.revive_times = 1;
this.lastTimeStr = "";
@@ -833,7 +856,7 @@ export class MissionComp extends CCComp {
const wave = Number(data?.wave ?? 0);
if (wave <= 0) return;
this.isBossWave = !!data?.bossWave;
this.isBossWave = true; // 单场 Boss 战,恒为 Boss 战(超时阈值/预警走 Boss 档)
if (wave > 1) {
// 在新一回合到来时,先进入 BattleEnd触发上一回合的战斗结束技能 (fend)2秒后自动进入下一回合的准备阶段
@@ -857,21 +880,10 @@ export class MissionComp extends CCComp {
// ======================== 怪物数量管理 ========================
/**
* 获取怪物数量阈值配置。
* @returns { max: 刷怪上限, resume: 恢复刷怪阈值 }
*/
private getMonsterThresholds(): { max: number; resume: number } {
const max = Math.max(1, Math.floor(this.maxMonsterCount));
const resume = Math.min(max - 1, Math.max(0, Math.floor(this.resumeMonsterCount)));
return { max, resume };
}
/**
* 同步怪物刷新状态(降频执行,每 0.2 秒一次):
* 1. 遍历所有 HeroAttrsComp 实体,统计怪物和英雄数量。
* 2. 检测英雄全灭。
* 3. 根据 max/resume 阈值切换 stop_spawn_mon 状态。
* 2. 检测英雄全灭 / 怪物全灭
*
* @param dt 帧间隔
*/
@@ -894,29 +906,37 @@ export class MissionComp extends CCComp {
});
this.handleHeroWipe(heroCount);
// 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回合的准备阶段
// 怪物全灭检测:一场定胜负,全灭即整局通关,直接进入结算
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 (this.currentWave >= MAX_WAVE) {
// 20 回合通关
this.open_Victory(null, false);
} else {
oops.message.dispatchEvent("TimeUpAdvanceWave");
}
// oops.message 全局事件总线:清屏庆祝(横幅/奖励由 BattleBannerComp 消费需在结算前派发clearTime 归零前取值)
const allAlive = this.checkAllHeroAlive();
const fastClear = this.clearTime < WAVE_DURATION * 0.5 ? 2
: this.clearTime < WAVE_DURATION * 0.75 ? 1 : 0;
oops.message.dispatchEvent(GameEvent.WaveClear, {
wave: this.currentWave,
clearTime: this.clearTime,
allAlive,
fastClear,
});
this.open_Victory(null, false);
return;
}
smc.vmdata.mission_data.mon_num = monsterCount;
const { max, resume } = this.getMonsterThresholds();
smc.vmdata.mission_data.mon_max = max;
const stopSpawn = !!smc.mission.stop_spawn_mon;
if (stopSpawn) {
// 降至恢复阈值以下 → 恢复刷怪
if (monsterCount <= resume) smc.mission.stop_spawn_mon = false;
return;
}
// 超过上限 → 暂停刷怪
if (monsterCount >= max) smc.mission.stop_spawn_mon = true;
}
/** 检测场上英雄是否全员存活(清屏 Perfect 判定用,独立于评分统计逻辑) */
private checkAllHeroAlive(): boolean {
let hasHero = false;
ecs.query(this.heroAttrsMatcher).forEach(entity => {
const attrs = entity.get(HeroAttrsComp);
if (attrs && attrs.fac === FacSet.HERO) {
hasHero = true;
}
});
// 英雄为真实死亡(实体已销毁),有死亡记录即非全员存活
return hasHero && smc.mission.dead_heroes.length === 0;
}
/**
@@ -930,6 +950,32 @@ export class MissionComp extends CCComp {
this.open_Victory(null, true);
}
/**
* 战斗超时强制结束(僵局兜底):
* 1. 预扣留存分(残留怪销毁后 mon_num 会被下一次同步清零BattleEnd 的累加会漏扣,故在此显式预扣并置防重标志)。
* 2. 销毁全部残留怪(不触发 MonDead、不掉金币——超时是对"清不掉"的惩罚)。
* 3. 一场定胜负,超时按怪物全灭同等处理——直接结算整局。
*/
private onBattleTimeout() {
// 防重入:只触发一次
if (this.currentPhase !== MissionPhase.Battle) return;
smc.vmdata.scores.wave_remain_monsters += smc.vmdata.mission_data.mon_num;
this.skipRemainScoreOnBattleEnd = true;
ecs.query(this.heroAttrsMatcher).forEach(entity => {
const attrs = entity.get(HeroAttrsComp);
if (attrs && attrs.fac === FacSet.MON && !attrs.is_dead) {
entity.destroy();
}
});
smc.vmdata.mission_data.mon_num = 0;
mLogger.log(this.debugMode, 'MissionComp', `[BattleTimeout] 超时强制结算`);
this.open_Victory(null, false);
}
// ======================== 清理 ========================
/** 清理所有英雄和技能 ECS 实体 */
@@ -959,21 +1005,17 @@ export class MissionComp extends CCComp {
this.clearBattleSceneNodes();
}
/** 清理战斗场景中的 HERO 和 SKILL 根节点下的所有子节点 */
/** 清理战斗场景中的 HERO/MON/BOSS 和 SKILL 根节点下的所有子节点 */
private clearBattleSceneNodes() {
const scene = smc.map?.MapView?.scene;
const layer = scene?.entityLayer?.node;
if (!layer) return;
const heroRoot = layer.getChildByName("HERO");
const skillRoot = layer.getChildByName("SKILL");
if (heroRoot) {
for (let i = heroRoot.children.length - 1; i >= 0; i--) {
heroRoot.children[i].destroy();
}
}
if (skillRoot) {
for (let i = skillRoot.children.length - 1; i >= 0; i--) {
skillRoot.children[i].destroy();
for (const name of ["HERO", "MON", "BOSS", "SKILL"]) {
const root = layer.getChildByName(name);
if (root) {
for (let i = root.children.length - 1; i >= 0; i--) {
root.children[i].destroy();
}
}
}
}

View File

@@ -8,11 +8,17 @@
*
* 关键设计:
* - summon_queue + processSummonQueue() 确保召唤请求 **串行处理**。
* - handleSingleSummon() 负责生成英雄;英雄升级由升级卡系统MissionCardComp独立处理
* - handleSingleSummon() 负责生成英雄;同 uuid 重复召唤走二合一合成升级
*
* 历史
* 旧版本曾包含"三合一合成 + 链式合成"机制,已移除。
* 英雄等级提升现在仅通过升级卡SpecialUpgrade实现。
* 合成规则
* 场上存在同 uuid 英雄时再次召唤触发二合一:
* 英雄移动合并销毁,新英雄以 **两者最高等级 + 1** 落地(封顶 HERO_MAX_LV
* 等级已达上限时拒绝召唤。英雄也可通过升级卡SpecialUpgrade升级。
*
* 死亡机制:
* 英雄为真实死亡HeroAtkSystem.doDead → 快照至 smc.mission.dead_heroes → 实体销毁),
* 本组件不做回合自动复活;复活由后续复活机制读取 dead_heroes 重新召唤。
* revive 系技能为"濒死回血"(血量归零时消耗次数回血续命),不触发真死。
*
* 依赖:
* - Herohero/Hero.ts—— 英雄 ECS 实体类
@@ -47,14 +53,16 @@ const { ccclass } = _decorator;
export class MissionHeroComp extends CCComp {
// ======================== 常量 ========================
/** 硬编码的6个英雄占位点 */
/**
* 英雄登场占位点(固定 3 列):
* - index 0/1/2 分别对应 x=-320/-260/-200。
* - 分配规则近战优先靠前x 更大),远程/中程优先靠后x 更小);
* 同类型按召唤先后从该类型的一侧开始依次填充。
*/
public static readonly HERO_POSITIONS: Vec3[] = [
v3(-220, BoxSet.GAME_LINE, 0), // index 0 (node_index 1): Top Front 第二
v3(-140, BoxSet.GAME_LINE, 0), // index 1 (node_index 2): Mid Front 第一
v3(-300, BoxSet.GAME_LINE, 0), // index 2 (node_index 3): Bot Front 第三
// v3(-280, BoxSet.GAME_LINE + 100, 0), // index 3 (node_index 4): Top Back
// v3(-280, BoxSet.GAME_LINE, 0), // index 4 (node_index 5): Mid Back
// v3(-280, BoxSet.GAME_LINE - 100, 0), // index 5 (node_index 6): Bot Back
v3(-320, BoxSet.GAME_LINE, 0),
v3(-260, BoxSet.GAME_LINE, 0),
v3(-200, BoxSet.GAME_LINE, 0),
];
/** 英雄出生时的掉落高度(从空中落到地面的像素差) */
@@ -101,34 +109,28 @@ export class MissionHeroComp extends CCComp {
// ======================== 事件处理 ========================
/** 关卡结束时清理全部英雄 ECS 实体 */
/** 关卡结束时清理全部存活英雄 ECS 实体,并清空本局死亡英雄记录 */
clear_heros() {
const heroes = this.getAllHeroes();
for (let i = 0; i < heroes.length; i++) {
heroes[i].destroy();
}
// 整局结束,死亡记录失效(复活机制仅限局内)
smc.mission.dead_heroes = [];
}
/** 战斗准备阶段:重置出战英雄计数,恢复满血重新登场 */
/**
* 战斗准备阶段:刷新存活英雄计数与血条。
*
* 说明:英雄为真实死亡(实体已销毁,快照存于 smc.mission.dead_heroes
* 本阶段不再做回合自动复活;复活由后续复活机制(重新召唤)显式触发。
*/
fight_ready() {
const heroes = this.getAllHeroes();
smc.vmdata.mission_data.hero_num = heroes.length;
for (let i = 0; i < heroes.length; i++) {
const hero = heroes[i];
const model = hero.get(HeroAttrsComp);
const view = hero.get(HeroViewComp);
if (model && view) {
if (model.is_dead) {
view.alive();
const posIndex = this.pickPositionIndexForHero([hero.eid]);
const landingPos = MissionHeroComp.HERO_POSITIONS[posIndex];
// 计算出生点(空中)
const spawnPos: Vec3 = v3(landingPos.x, landingPos.y + MissionHeroComp.HERO_DROP_HEIGHT, 0);
view.node.setPosition(spawnPos);
model.posIndex = posIndex;
if (posIndex >= 0) smc.mission.heroGrid[posIndex] = hero.eid;
hero.playDropAnim(spawnPos, landingPos.y);
}
const model = heroes[i].get(HeroAttrsComp);
if (model) {
model.dirty_hp = true;
}
}
@@ -142,7 +144,8 @@ export class MissionHeroComp extends CCComp {
/**
* 召唤请求入口:
* 从事件参数中提取 uuid / hero_lv / card_lv放入串行队列。
* 防御:已召唤的英雄 uuid 拒绝重复召唤(只能通过升级卡升级)。
* 二合一:同 uuid 已召唤且等级未达上限时允许入队,由 handleSingleSummon 执行合成;
* 同 uuid 且等级已达上限时拒绝(只能通过升级卡继续提升之外无法再合成)。
*
* @param event 事件名
* @param args { uuid, hero_lv, card_lv }
@@ -153,10 +156,14 @@ export class MissionHeroComp extends CCComp {
const hero_lv = Math.max(1, Number(payload?.hero_lv ?? 1));
const card_lv = Math.max(1, Number(payload?.card_lv ?? 1));
// 防御:场上已有同 uuid 的存活英雄时,拒绝重复召唤
// 二合一前置校验:同 uuid 已存在且合成后等级会超上限时,直接拒绝
if (this.isHeroAlreadySummoned(uuid)) {
oops.gui.toast(`该英雄已召唤,只能通过升级卡升级`);
return;
const existing = this.findHeroByUuid(uuid);
const existingLv = existing ? (existing.get(HeroAttrsComp)?.lv ?? 1) : 1;
if (Math.max(existingLv, hero_lv) + 1 > FightSet.HERO_MAX_LV) {
oops.gui.toast(`该英雄已达等级上限,无法继续合成`);
return;
}
}
this.summon_queue.push({ uuid, hero_lv, card_lv });
@@ -169,14 +176,23 @@ export class MissionHeroComp extends CCComp {
* @returns true 表示场上已有该英雄,不可重复召唤
*/
private isHeroAlreadySummoned(uuid: number): boolean {
let exists = false;
return this.findHeroByUuid(uuid) !== null;
}
/**
* 查找场上指定 uuid 的存活英雄实体。
* @param uuid 英雄模板 uuid
* @returns 命中的 Hero 实体,未命中返回 null
*/
private findHeroByUuid(uuid: number): Hero | null {
let found: Hero | null = null;
ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
if (exists) return;
if (found) return;
const model = entity.get(HeroAttrsComp);
if (!model || model.fac !== FacSet.HERO || model.is_dead) return;
if (model.hero_uuid === uuid) exists = true;
if (model.hero_uuid === uuid) found = entity as Hero;
});
return exists;
return found;
}
// ======================== 英雄生成 ========================
@@ -185,7 +201,7 @@ export class MissionHeroComp extends CCComp {
* 动态分配英雄上场的位置
* @param excludeEids 排除计算的实体ID数组避免复活时把自己算成占据的位置
*/
private pickPositionIndexForHero(excludeEids: number[] = []): number {
private pickPositionIndexForHero(excludeEids: number[] = [], heroType: HType = HType.Melee): number {
const heroes = this.getAllHeroes().filter(h => {
const m = h.get(HeroAttrsComp);
return m && !m.is_dead && !excludeEids.includes(h.eid);
@@ -197,16 +213,18 @@ export class MissionHeroComp extends CCComp {
if (m && m.posIndex >= 0) occupied.add(m.posIndex);
}
// 优先中前(1) -> 上前(0) -> 下前(2) -> 中后(4) -> 上后(3) -> 下后(5)
const slotPriority = [1, 0, 2, 4, 3, 5];
// 近战优先靠前x 更大,索引更大);远程/中程优先靠后x 更小,索引更小)
const slotPriority = heroType === HType.Melee
? [2, 1, 0]
: [0, 1, 2];
for (const idx of slotPriority) {
if (!occupied.has(idx)) {
if (!occupied.has(idx) && MissionHeroComp.HERO_POSITIONS[idx]) {
return idx;
}
}
// 溢出:默认中前
return 1;
// 溢出兜底:复用 index 0坐标有效避免越界崩溃
return 0;
}
/**
@@ -220,12 +238,28 @@ export class MissionHeroComp extends CCComp {
* @returns 创建的 Hero 实体
*/
private addHero(uuid: number = 1001, hero_lv: number = 1, card_lv: number = 1) {
return this.spawnHeroAt(uuid, hero_lv, card_lv, -1);
}
/**
* 在指定站位生成英雄:
* - posIndex < 0 时自动分配空位。
* - 计算出生点(空中)和落点(地面),播放掉落动画。
*
* @param uuid 英雄 UUID
* @param hero_lv 英雄等级
* @param card_lv 卡牌等级(驱动 bg_node 颜色)
* @param posIndex 指定站位索引,-1 表示自动分配
* @returns 创建的 Hero 实体
*/
private spawnHeroAt(uuid: number, hero_lv: number, card_lv: number, posIndex: number) {
let hero = ecs.getEntity<Hero>(Hero);
let scale = 1
const posIndex = this.pickPositionIndexForHero();
const landingPos = MissionHeroComp.HERO_POSITIONS[posIndex];
const finalPosIndex = posIndex >= 0 ? posIndex : this.pickPositionIndexForHero([], HeroInfo[uuid]?.type ?? HType.Melee);
// 兜底:索引越界或点位缺失时复用 index 0保证 landingPos 一定有效
const landingPos = MissionHeroComp.HERO_POSITIONS[finalPosIndex] ?? MissionHeroComp.HERO_POSITIONS[0];
let spawnPos: Vec3 = v3(landingPos.x, landingPos.y + MissionHeroComp.HERO_DROP_HEIGHT, 0);
hero.load(spawnPos, scale, uuid, landingPos.y, hero_lv, card_lv, posIndex);
hero.load(spawnPos, scale, uuid, landingPos.y, hero_lv, card_lv, finalPosIndex);
// 召唤完成后,派发事件以更新英雄面板
const model = hero.get(HeroAttrsComp);
@@ -275,14 +309,56 @@ export class MissionHeroComp extends CCComp {
}
/**
* 处理单次召唤:仅生成英雄,不再触发合成。
* 处理单次召唤:
* - 场上无同 uuid 英雄:直接生成新英雄。
* - 场上已有同 uuid 英雄:触发二合一,旧英雄合并销毁后生成等级 +1 的新英雄。
*
* @param uuid 英雄 UUID
* @param hero_lv 英雄等级
* @param card_lv 卡牌等级
*/
private async handleSingleSummon(uuid: number, hero_lv: number, card_lv: number = 1) {
this.addHero(uuid, hero_lv, card_lv);
const existing = this.findHeroByUuid(uuid);
if (!existing) {
this.addHero(uuid, hero_lv, card_lv);
return;
}
const oldModel = existing.get(HeroAttrsComp);
const oldLv = oldModel?.lv ?? 1;
// 合成后等级 = 两者最高等级 + 1封顶 HERO_MAX_LV
const mergedLv = Math.min(FightSet.HERO_MAX_LV, Math.max(oldLv, hero_lv) + 1);
// 继承旧英雄站位,避免新英雄重新抢位导致阵型跳动
const posIndex = oldModel?.posIndex ?? -1;
await this.mergeHeroAndRespawn(existing, uuid, mergedLv, card_lv, posIndex);
}
/**
* 二合一合成流程:
* 1. 旧英雄播放移动合并动画并销毁(释放站位与实体)。
* 2. 在原站位生成 mergedLv 级新英雄并播放入场动画。
*
* @param oldHero 场上已有的同 uuid 英雄
* @param uuid 英雄 UUID
* @param mergedLv 合成后的英雄等级
* @param card_lv 卡牌等级
* @param posIndex 继承的站位索引(-1 表示重新分配)
*/
private mergeHeroAndRespawn(oldHero: Hero, uuid: number, mergedLv: number, card_lv: number, posIndex: number): Promise<void> {
return new Promise<void>((resolve) => {
// 以旧英雄节点位置作为合并目标点,保证动画收拢到原站位
const oldView = oldHero.get(HeroViewComp);
const birthPos = oldView?.node?.isValid
? oldView.node.getPosition()
: (posIndex >= 0 ? MissionHeroComp.HERO_POSITIONS[posIndex] : MissionHeroComp.HERO_POSITIONS[1]);
oldHero.mergeToBirthAndDestroy(birthPos, () => {
// 旧实体销毁后 posIndex 已释放,直接按原站位生成新英雄
this.spawnHeroAt(uuid, mergedLv, card_lv, posIndex);
resolve();
});
});
}

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