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3 Commits
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8818ec9c3f
| Author | SHA1 | Date | |
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8818ec9c3f | ||
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48e0ab06c5 | ||
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05dc771d4e |
@@ -52,8 +52,8 @@
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@@ -130,8 +130,8 @@
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@@ -241,8 +241,8 @@
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@@ -2480,7 +2480,7 @@
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@@ -2596,7 +2596,7 @@
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@@ -11766,6 +11766,8 @@
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@@ -11908,7 +11910,7 @@
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"_lpos": {
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"y": 180,
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@@ -11949,7 +11951,7 @@
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"_contentSize": {
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"__type__": "cc.Size",
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"width": 960,
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"height": 200
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"height": 270
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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@@ -12024,7 +12026,7 @@
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"_left": 0,
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"_top": 0,
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"_bottom": 230,
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"_isAbsLeft": true,
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@@ -12188,6 +12190,8 @@
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"fileId": "20WNwIV7RJjrst2VhRbe8x",
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@@ -392,43 +392,37 @@
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@@ -452,43 +446,37 @@
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],
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"preExtrapolation": 1,
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@@ -110,11 +110,11 @@ export interface CardConfig {
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trigger_limit?: number;
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/**
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* 动态升级卡专属:目标英雄 UUID。
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* 动态升级卡专属:目标英雄实体 eid(运行时唯一)。
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* 仅当 type === CardType.SpecialUpgrade 且该卡由 buildDrawCards 动态生成时使用。
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* 使用该卡时精确升级场上对应 UUID 的英雄。
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* 使用该卡时精确升级场上对应 eid 的英雄实体。
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*/
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target_hero_uuid?: number;
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target_hero_eid?: number;
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}
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/** 升级卡折扣表(已废弃,保留以兼容历史引用) */
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@@ -274,7 +274,7 @@ export enum SpecialRefreshHeroType {
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export interface SpecialUpgradeCardConfig extends CardConfig {
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name: string
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info: string
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/** 模板字段:currentLv=0 表示动态卡(实际值由 target_hero_uuid 对应的英雄决定) */
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/** 模板字段:currentLv=0 表示动态卡(实际值由 target_hero_eid 对应的英雄决定) */
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currentLv: number
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/** 模板字段:targetLv=0 表示"+1 级"(实际目标等级 = 当前等级 + 1) */
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targetLv: number
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@@ -292,7 +292,7 @@ export interface SpecialRefreshCardConfig extends CardConfig {
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* 升级卡模板。
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* 仅有 7001 一条记录,作为动态升级卡的基础配置(cost/weight/name/info)。
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* 实际使用时由 MissionCardComp.buildDrawCards 根据场上英雄动态生成 CardConfig,
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* 通过 target_hero_uuid 字段绑定具体英雄。
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* 通过 target_hero_eid 字段绑定具体英雄实体。
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*/
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export const SpecialUpgradeCardList: Record<number, SpecialUpgradeCardConfig> = {
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7001: {
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@@ -13,7 +13,7 @@ export enum BoxSet {
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LETF_END = -360,
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RIGHT_END = 360,
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//游戏地平线
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GAME_LINE = -90,
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GAME_LINE = 80,
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}
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export enum FacSet {
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@@ -2,8 +2,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { HeroViewComp } from "./HeroViewComp";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { smc } from "../common/SingletonModuleComp";
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import { FacSet } from "../common/config/GameSet";
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import { HeroDisVal, HType } from "../common/config/heroSet";
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import { BoxSet, FacSet } from "../common/config/GameSet";
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import { Node } from "cc";
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@ecs.register('MonMoveComp')
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@@ -30,6 +29,8 @@ export class MonMoveComp extends ecs.Comp {
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@ecs.register('MonMoveSystem')
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export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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/** 怪物接近英雄后的停船距离:小于该阈值即停下交战 */
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private readonly combatHaltDistance = 80;
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/** 渲染层级重排节流,避免每帧排序 */
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private readonly renderSortInterval = 0.05;
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private lastRenderSortAt = 0;
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@@ -81,25 +82,22 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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}
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/** 所有移动都锁定在 baseY,避免出现“漂移” */
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// 注意:不再在 MonMoveComp 强行重置 X 轴坐标,避免与其他表现逻辑冲突
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if (view.node.position.y !== move.baseY) {
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view.node.setPosition(view.node.position.x, move.baseY, 0);
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}
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// 渲染层级统交由 MoveSystem 统一处理,避免两个 System 争抢 setSiblingIndex
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// 仅在战斗中才处理索敌
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if (!smc.mission.in_fight) return;
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const nearestEnemy = this.findNearestEnemy(e);
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// 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
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const nearestEnemy = smc.mission.in_fight ? this.findNearestEnemy(e) : null;
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if (nearestEnemy) {
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/** 有敌人:进入固定位置攻击逻辑 */
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/** 有敌人:边移动边攻击 */
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this.processCombatLogic(e, move, view, model, nearestEnemy);
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this.syncCombatTarget(model, view, nearestEnemy);
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} else {
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/** 无敌人:原地待机 */
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/** 无敌人:清目标并继续向左推进 */
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this.clearCombatTarget(model);
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model.is_atking = false;
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view.status_change("idle");
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this.moveLeft(view, move, model);
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}
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}
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@@ -131,17 +129,44 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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private processCombatLogic(e: ecs.Entity, move: MonMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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const selfX = view.node.position.x;
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const enemyX = enemy.node.position.x;
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const inRange = this.isEnemyInAttackRange(model, selfX, enemyX);
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// 停船判定使用固定阈值(80),不依赖技能攻击范围
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const inRange = Math.abs(selfX - enemyX) <= this.combatHaltDistance;
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// 攻击判定:怪物在固定位置,如果在攻击范围内则攻击,否则原地待机
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if (inRange) {
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// 接触到英雄方:停止移动,进入攻击状态,由 SCastSystem 负责技能释放
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model.is_atking = true;
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// 确保朝向敌人
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const dir = enemyX > selfX ? 1 : -1;
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view.scale = dir;
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if (view.status === "move") {
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view.status_change("idle");
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}
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} else {
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// 未接触:继续向左推进
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model.is_atking = false;
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view.status_change("idle");
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this.moveLeft(view, move, model);
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}
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}
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/**
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* 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,
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* 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。
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*/
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private moveLeft(view: HeroViewComp, move: MonMoveComp, model: HeroAttrsComp) {
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const currentX = view.node.position.x;
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if (currentX <= BoxSet.LETF_END) {
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||||
if (view.status !== "atk") {
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view.status_change("idle");
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||||
}
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||||
return;
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||||
}
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||||
const dir = -1;
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||||
move.direction = dir;
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||||
const speed = model.speed / 3;
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||||
const delta = speed * this.dt * dir;
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||||
const newX = Math.max(BoxSet.LETF_END, currentX + delta);
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||||
if (Math.abs(newX - currentX) >= 0.01) {
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view.node.setPosition(newX, view.node.position.y, 0);
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view.status_change("move");
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||||
}
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||||
}
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||||
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@@ -13,7 +13,6 @@ import { GameEvent } from "../common/config/GameEvent";
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import { SkillTriggerType } from "../common/config/heroSet";
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||||
import { SkillTriggerHelper } from "./SkillTriggerHelper";
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import { MissionEconomy } from "../map/MissionEconomy";
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||||
import { MissionMonCompComp } from "../map/MissionMonComp";
|
||||
import { MissionHeroComp } from "../map/MissionHeroComp";
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|
||||
/**
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@@ -695,25 +694,13 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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||||
if (config.DTType === DTType.aoe_grid) {
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||||
const isHero = heroAttrs.fac === FacSet.HERO;
|
||||
if (isHero) {
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||||
// 英雄打怪物,目标为怪物网格的第2列(idx 1)中路(row 1)或第3列(idx 2)中路
|
||||
// MissionMonComp.MON_POSITIONS 顺序:
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||||
// 列1: 0,1,2 (X=60)
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||||
// 列2: 3,4,5 (X=140) -> 第2列中路是 index 4
|
||||
// 列3: 6,7,8 (X=220) -> 第3列中路是 index 7
|
||||
// 简单起见,可以固定取第2列中路(index 4)或第3列中路(index 7)
|
||||
// 若最近的敌人在更后排,也可以取那个敌人的列。
|
||||
// 需求:三类 需要以中路 第 2、 3列为目标。
|
||||
// 我们直接返回第2列中路坐标(X=140, Y=GAME_LINE)或者根据最近敌人判断。
|
||||
// 需求说明为第 2 或 第 3 列,这里我们可以根据目标位置,如果目标在第3列及以后,打第3列,否则打第2列。
|
||||
let targetCol = 1; // 0-based, so 1 is 2nd col
|
||||
if (nearestEnemy && nearestEnemy.node) {
|
||||
// 判断目标所在的列
|
||||
const ex = nearestEnemy.node.position.x;
|
||||
// X=60(列1), X=140(列2), X=220(列3), X=300(列4)
|
||||
if (ex >= 200) targetCol = 2; // 第3列
|
||||
// 怪物已改为从 X=400 出生后动态向左推进,不再有固定列阵型。
|
||||
// aoe_grid 直接以最近敌人的真实位置作为目标点,
|
||||
// 由技能自身的范围半径负责命中附近的怪物集群。
|
||||
if (nearestEnemy?.node) {
|
||||
return nearestEnemy.node.position.clone();
|
||||
}
|
||||
const targetIdx = targetCol * 3 + 1; // 1是中路
|
||||
return MissionMonCompComp.MON_POSITIONS[targetIdx].clone();
|
||||
return null;
|
||||
} else {
|
||||
// 怪物打英雄,英雄网格:
|
||||
// 列1: 0,1,2 (X=-210)
|
||||
|
||||
@@ -526,9 +526,12 @@ export class CardComp extends CCComp {
|
||||
this.showCallBtn();
|
||||
oops.message.dispatchEvent(GameEvent.CardSelected, this);
|
||||
// 英雄卡 / 升级卡打开信息面板(点击替代长按)
|
||||
const isUpgradeCard = this.card_type === CardType.SpecialUpgrade && !!this.cardData?.target_hero_uuid;
|
||||
const isUpgradeCard = this.card_type === CardType.SpecialUpgrade && !!this.cardData?.target_hero_eid;
|
||||
if (this.card_type === CardType.Hero || isUpgradeCard) {
|
||||
const heroUuid = isUpgradeCard ? (this.cardData!.target_hero_uuid as number) : this.card_uuid;
|
||||
// 升级卡通过 eid 反查实体得到 hero_uuid;若实体已不存在则降级为本卡 uuid
|
||||
const heroUuid = isUpgradeCard
|
||||
? (this.queryHeroUuidByEid(this.cardData!.target_hero_eid as number) ?? this.card_uuid)
|
||||
: this.card_uuid;
|
||||
const heroLv = Math.max(1, this.cardData?.hero_lv ?? 1);
|
||||
const poolLv = Math.max(1, this.cardData?.base_pool_lv ?? this.cardData?.pool_lv ?? 1);
|
||||
oops.gui.remove(UIID.HInfo);
|
||||
@@ -536,6 +539,20 @@ export class CardComp extends CCComp {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 通过 eid 反查场上英雄实体的 hero_uuid。
|
||||
* 用于动态升级卡渲染:升级卡绑定的是 eid,但显示需要 HeroInfo[uuid]。
|
||||
* @returns 找到则返回 hero_uuid,找不到(实体已销毁等)返回 null
|
||||
*/
|
||||
private queryHeroUuidByEid(eid: number): number | null {
|
||||
if (!eid) return null;
|
||||
const entity = ecs.getEntityByEid(eid);
|
||||
if (!entity) return null;
|
||||
const model = entity.get(HeroAttrsComp);
|
||||
if (!model) return null;
|
||||
return model.hero_uuid ?? null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 其他卡牌被点击时联动隐藏本卡 call_btn。
|
||||
* @param event 事件名(ListenerFunc 约定的第一个参数)
|
||||
@@ -639,11 +656,14 @@ export class CardComp extends CCComp {
|
||||
|
||||
this.node.setPosition(this.restPosition.x, this.restPosition.y, this.restPosition.z);
|
||||
|
||||
// 渲染参数:动态升级卡(SpecialUpgrade + target_hero_uuid)按英雄卡样式渲染,
|
||||
// 使用 target_hero_uuid 对应的英雄信息(名称/AP/HP/动画),等级显示为目标等级。
|
||||
const isUpgradeCard = this.card_type === CardType.SpecialUpgrade && !!this.cardData.target_hero_uuid;
|
||||
// 渲染参数:动态升级卡(SpecialUpgrade + target_hero_eid)按英雄卡样式渲染,
|
||||
// 通过 target_hero_eid 反查实体得到 hero_uuid,再用 HeroInfo 渲染名称/AP/HP/动画。
|
||||
const isUpgradeCard = this.card_type === CardType.SpecialUpgrade && !!this.cardData.target_hero_eid;
|
||||
const renderType: CardType = isUpgradeCard ? CardType.Hero : this.card_type;
|
||||
const renderUuid: number = isUpgradeCard ? (this.cardData.target_hero_uuid as number) : this.card_uuid;
|
||||
// 升级卡通过 eid 反查实体得到 hero_uuid;若实体已不存在则降级为本卡 uuid
|
||||
const renderUuid: number = isUpgradeCard
|
||||
? (this.queryHeroUuidByEid(this.cardData.target_hero_eid as number) ?? this.card_uuid)
|
||||
: this.card_uuid;
|
||||
const renderKind: CKind = isUpgradeCard ? CKind.Hero : this.cardData.kind;
|
||||
|
||||
// ---- 卡牌种类标识(近战 / 远程 / 辅助等) ----
|
||||
|
||||
@@ -246,9 +246,10 @@ export class CardLiteComp extends CCComp {
|
||||
this.setLabel(this.name_node, `${spSuffix}${skillCard?.name || skill?.name || ""}${spSuffix}`);
|
||||
} else {
|
||||
if (this.lvl_node) this.lvl_node.node.active = false;
|
||||
// 动态升级卡:显示对应英雄名 + "升级"后缀
|
||||
if (this.card_type === CardType.SpecialUpgrade && this.cardData.target_hero_uuid) {
|
||||
const targetHero = HeroInfo[this.cardData.target_hero_uuid];
|
||||
// 动态升级卡:显示对应英雄名 + "升级"后缀(注意:升级卡绑定的是 target_hero_eid 而非 uuid,
|
||||
// 此轻量列表场景通常不展示升级卡;为保持渲染健壮性,回退到本卡 uuid 查 HeroInfo)
|
||||
if (this.card_type === CardType.SpecialUpgrade && this.cardData.target_hero_eid) {
|
||||
const targetHero = HeroInfo[this.card_uuid];
|
||||
this.setLabel(this.name_node, `${targetHero?.name || ""} 升级`);
|
||||
} else {
|
||||
const specialCard = this.card_type === CardType.SpecialUpgrade
|
||||
|
||||
@@ -540,8 +540,8 @@ export class MissionCardComp extends CCComp {
|
||||
|
||||
/**
|
||||
* 使用特殊卡事件回调:
|
||||
* - SpecialUpgrade:按卡牌携带的 target_hero_uuid 精确升级场上对应英雄。
|
||||
* target_hero_uuid 缺失时回退为随机升级一个可升级的英雄。
|
||||
* - SpecialUpgrade:按卡牌携带的 target_hero_eid 精确升级场上对应英雄实体。
|
||||
* target_hero_eid 缺失或实体不存在时升级失败。
|
||||
* - SpecialRefresh:按英雄类型重新抽取英雄卡。
|
||||
*/
|
||||
private onUseSpecialCard(event: string, args: any) {
|
||||
@@ -553,8 +553,8 @@ export class MissionCardComp extends CCComp {
|
||||
if (type === CardType.SpecialUpgrade) {
|
||||
const template = SpecialUpgradeCardList[uuid];
|
||||
if (!template) return;
|
||||
const targetHeroUuid = Number(payload?.target_hero_uuid ?? 0);
|
||||
success = this.tryUpgradeHeroByUuid(targetHeroUuid);
|
||||
const targetHeroEid = Number(payload?.target_hero_eid ?? 0);
|
||||
success = this.tryUpgradeHeroByEid(targetHeroEid);
|
||||
if (!success) {
|
||||
oops.gui.toast(`场上没有可升级的英雄`);
|
||||
}
|
||||
@@ -735,7 +735,7 @@ export class MissionCardComp extends CCComp {
|
||||
*
|
||||
* 抽卡规则:
|
||||
* 1. **必出规则**:当场上有可升级英雄时,每次刷新必出 1 张升级卡,并放在返回数组首位(对应卡池最左侧槽位)。
|
||||
* 多次刷新时,按场上英雄 target_hero_uuid 升序循环切换升级卡(upgradeRotationIndex)。
|
||||
* 多次刷新时,按场上英雄 target_hero_eid 升序循环切换升级卡(upgradeRotationIndex)。
|
||||
* 2. 其余 2 张从混合池(剩余升级卡 + 基础英雄卡)按权重抽取。
|
||||
*
|
||||
* 特殊规则:当场存活英雄数已达 HERO_MAX_NUM 时,全部出升级卡(若全部已满级则降级回混合池)。
|
||||
@@ -772,15 +772,15 @@ export class MissionCardComp extends CCComp {
|
||||
this.upgradeRotationIndex = (this.upgradeRotationIndex + 1) % upgradeCards.length;
|
||||
const mandatory = upgradeCards[idx];
|
||||
result.push(mandatory);
|
||||
usedUpgradeTargets.add(mandatory.target_hero_uuid ?? 0);
|
||||
usedUpgradeTargets.add(mandatory.target_hero_eid ?? 0);
|
||||
}
|
||||
|
||||
// 剩余张数从混合池抽取,排除已选升级卡 target_hero_uuid
|
||||
// 剩余张数从混合池抽取,排除已选升级卡 target_hero_eid
|
||||
const remainingCount = 3 - result.length;
|
||||
if (remainingCount > 0) {
|
||||
const remainingPool = mixedPool.filter(c => {
|
||||
if (c.type === CardType.SpecialUpgrade && c.target_hero_uuid) {
|
||||
return !usedUpgradeTargets.has(c.target_hero_uuid);
|
||||
if (c.type === CardType.SpecialUpgrade && c.target_hero_eid) {
|
||||
return !usedUpgradeTargets.has(c.target_hero_eid);
|
||||
}
|
||||
return true;
|
||||
});
|
||||
@@ -798,7 +798,7 @@ export class MissionCardComp extends CCComp {
|
||||
|
||||
/**
|
||||
* 从混合池中按权重抽取 n 张卡。
|
||||
* 升级卡之间强制 unique(同一个 target_hero_uuid 只能出现一次)。
|
||||
* 升级卡之间强制 unique(同一个 target_hero_eid 只能出现一次)。
|
||||
*/
|
||||
private pickMixedCards(pool: CardConfig[], count: number, upgradeCards: CardConfig[]): CardConfig[] {
|
||||
if (pool.length === 0 || count <= 0) return [];
|
||||
@@ -807,8 +807,8 @@ export class MissionCardComp extends CCComp {
|
||||
|
||||
while (selected.length < count) {
|
||||
const available = pool.filter(c => {
|
||||
if (c.type === CardType.SpecialUpgrade && c.target_hero_uuid) {
|
||||
return !usedUpgradeTargets.has(c.target_hero_uuid);
|
||||
if (c.type === CardType.SpecialUpgrade && c.target_hero_eid) {
|
||||
return !usedUpgradeTargets.has(c.target_hero_eid);
|
||||
}
|
||||
return true;
|
||||
});
|
||||
@@ -816,8 +816,8 @@ export class MissionCardComp extends CCComp {
|
||||
const pick = this.weightedPick(available);
|
||||
if (!pick) break;
|
||||
selected.push(pick);
|
||||
if (pick.type === CardType.SpecialUpgrade && pick.target_hero_uuid) {
|
||||
usedUpgradeTargets.add(pick.target_hero_uuid);
|
||||
if (pick.type === CardType.SpecialUpgrade && pick.target_hero_eid) {
|
||||
usedUpgradeTargets.add(pick.target_hero_eid);
|
||||
}
|
||||
}
|
||||
return selected;
|
||||
@@ -836,9 +836,9 @@ export class MissionCardComp extends CCComp {
|
||||
}
|
||||
|
||||
/**
|
||||
* 扫描场上存活英雄,为每个 UUID 至多生成一张升级卡。
|
||||
* 扫描场上存活英雄,为每个英雄实体生成一张升级卡(按 eid 绑定)。
|
||||
* - 已达 HERO_MAX_LV 的英雄不出卡。
|
||||
* - 同 UUID 多个英雄只生成一张(取等级最低的那个作为升级目标)。
|
||||
* - 同 eid 只生成一张(eid 本就唯一,不会重复)。
|
||||
* - cost = 模板 cost + (当前等级 - 1) * BASE_COST,等级越高升级越贵。
|
||||
*/
|
||||
private buildHeroUpgradeCards(): CardConfig[] {
|
||||
@@ -848,31 +848,22 @@ export class MissionCardComp extends CCComp {
|
||||
const actors = this.queryAliveHeroActors();
|
||||
if (actors.length === 0) return [];
|
||||
|
||||
// 同 UUID 取等级最低的英雄
|
||||
const heroMap = new Map<number, { uuid: number, lv: number }>();
|
||||
for (const actor of actors) {
|
||||
const uuid = actor.model.hero_uuid;
|
||||
const lv = actor.model.lv;
|
||||
const existing = heroMap.get(uuid);
|
||||
if (!existing || lv < existing.lv) {
|
||||
heroMap.set(uuid, { uuid, lv });
|
||||
}
|
||||
}
|
||||
|
||||
const result: CardConfig[] = [];
|
||||
heroMap.forEach(({ uuid, lv }) => {
|
||||
if (lv >= FightSet.HERO_MAX_LV) return; // 已达上限不再出升级卡
|
||||
for (const actor of actors) {
|
||||
const eid = actor.eid;
|
||||
const lv = actor.model.lv;
|
||||
if (lv >= FightSet.HERO_MAX_LV) continue; // 已达上限不再出升级卡
|
||||
const dynamicCost = template.cost + (lv - 1) * FightSet.BASE_COST;
|
||||
result.push({
|
||||
...template,
|
||||
cost: dynamicCost,
|
||||
weight: template.weight,
|
||||
target_hero_uuid: uuid,
|
||||
target_hero_eid: eid,
|
||||
hero_lv: lv + 1,
|
||||
});
|
||||
});
|
||||
// 按 target_hero_uuid 升序排序,保证返回顺序稳定(便于 buildDrawCards 按顺序轮询)
|
||||
result.sort((a, b) => (a.target_hero_uuid ?? 0) - (b.target_hero_uuid ?? 0));
|
||||
}
|
||||
// 按 target_hero_eid 升序排序,保证返回顺序稳定(便于 buildDrawCards 按顺序轮询)
|
||||
result.sort((a, b) => (a.target_hero_eid ?? 0) - (b.target_hero_eid ?? 0));
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -1077,39 +1068,34 @@ export class MissionCardComp extends CCComp {
|
||||
return count;
|
||||
}
|
||||
|
||||
private queryAliveHeroActors(): Array<{ model: HeroAttrsComp, view: HeroViewComp | null }> {
|
||||
const actors: Array<{ model: HeroAttrsComp, view: HeroViewComp | null }> = [];
|
||||
private queryAliveHeroActors(): Array<{ eid: number, model: HeroAttrsComp, view: HeroViewComp | null }> {
|
||||
const actors: Array<{ eid: number, model: HeroAttrsComp, view: HeroViewComp | null }> = [];
|
||||
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;
|
||||
const view = entity.get(HeroViewComp);
|
||||
actors.push({ model, view });
|
||||
actors.push({ eid: entity.eid, model, view });
|
||||
});
|
||||
return actors;
|
||||
}
|
||||
|
||||
/**
|
||||
* 按英雄 UUID 精确升级一个存活英雄。
|
||||
* 若同 UUID 多个英雄,取等级最低且未达上限的;若都达上限则失败。
|
||||
* 按 eid 精确升级场上对应英雄实体。
|
||||
*
|
||||
* @param heroUuid 要升级的英雄 UUID
|
||||
* @param heroEid 要升级的英雄实体 eid
|
||||
* @returns true = 升级成功
|
||||
*/
|
||||
private tryUpgradeHeroByUuid(heroUuid: number): boolean {
|
||||
if (!heroUuid) return false;
|
||||
const candidates = this.queryAliveHeroActors().filter(item =>
|
||||
item.model.hero_uuid === heroUuid && item.model.lv < FightSet.HERO_MAX_LV
|
||||
);
|
||||
if (candidates.length === 0) return false;
|
||||
// 取等级最低的(先升级低等级英雄)
|
||||
candidates.sort((a, b) => a.model.lv - b.model.lv);
|
||||
const target = candidates[0];
|
||||
const nextLv = Math.min(FightSet.HERO_MAX_LV, target.model.lv + 1);
|
||||
this.applyHeroLevel(target.model, nextLv);
|
||||
if (target.view) {
|
||||
target.view.playBuff("buff_lvup");
|
||||
private tryUpgradeHeroByEid(heroEid: number): boolean {
|
||||
if (!heroEid) return false;
|
||||
const actor = this.queryAliveHeroActors().find(item => item.eid === heroEid);
|
||||
if (!actor) return false;
|
||||
if (actor.model.lv >= FightSet.HERO_MAX_LV) return false;
|
||||
const nextLv = Math.min(FightSet.HERO_MAX_LV, actor.model.lv + 1);
|
||||
this.applyHeroLevel(actor.model, nextLv);
|
||||
if (actor.view) {
|
||||
actor.view.playBuff("buff_lvup");
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -49,12 +49,12 @@ export class MissionHeroComp extends CCComp {
|
||||
|
||||
/** 硬编码的6个英雄占位点 */
|
||||
public static readonly HERO_POSITIONS: Vec3[] = [
|
||||
v3(-175, BoxSet.GAME_LINE + 100, 0), // index 0 (node_index 1): Top Front
|
||||
v3(-170, BoxSet.GAME_LINE, 0), // index 1 (node_index 2): Mid Front
|
||||
v3(-175, BoxSet.GAME_LINE - 100, 0), // index 2 (node_index 3): Bot Front
|
||||
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(-180, BoxSet.GAME_LINE, 0), // index 0 (node_index 1): Top Front 第二
|
||||
v3(-80, BoxSet.GAME_LINE, 0), // index 1 (node_index 2): Mid Front 第一
|
||||
v3(-280, 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
|
||||
];
|
||||
|
||||
/** 英雄出生时的掉落高度(从空中落到地面的像素差) */
|
||||
|
||||
@@ -4,11 +4,12 @@
|
||||
*
|
||||
* 职责:
|
||||
* 1. 管理每一波怪物的生成计划:根据 RogueConfig 生成怪物。
|
||||
* 2. 自动推进波次:在准备阶段结束时(PhasePrepareEnd)统一刷出怪物。
|
||||
* 2. 自动推进波次:在准备阶段结束时(PhasePrepareEnd)把怪物转入逐个刷出队列。
|
||||
*
|
||||
* 关键设计:
|
||||
* - 采用 12 个硬编码的网格位置点 (MON_POSITIONS,3行x4列)
|
||||
* - 每次生成最多 12 个怪物,固定在位置点。
|
||||
* - 所有怪物统一从右侧 X=400 出生点逐个刷出(MON_SPAWN_INTERVAL 节奏控制)。
|
||||
* - 实际阵型与推进由 MonMoveComp 在战斗中向左移动自然形成,不再使用固定网格点。
|
||||
* - 槽位索引(3行×4列)仅用于 monGrid 寻路与 SCastSystem 索敌定位。
|
||||
* - 上一波残留怪在波次结束/开始时统一清理。
|
||||
*/
|
||||
import { _decorator, v3, Vec3 } from "cc";
|
||||
@@ -35,25 +36,29 @@ export class MissionMonCompComp extends CCComp {
|
||||
private static readonly MAX_MONSTERS = 12;
|
||||
/** 怪物出生掉落高度 */
|
||||
private static readonly MON_DROP_HEIGHT = 0;
|
||||
/** 怪物统一从右侧 X=400 出生点逐个刷出,随后向左推进 */
|
||||
private static readonly MON_SPAWN_X = 400;
|
||||
/** 逐个刷怪间隔(秒):保证怪物排成纵队,避免堆叠 */
|
||||
private static readonly MON_SPAWN_INTERVAL = 0.3;
|
||||
|
||||
/** 硬编码的 12 个怪物占位点 (3行4列) */
|
||||
/**
|
||||
* 12 个怪物占位点:所有槽位统一以右侧出生点 (X=400) 作为坐标,
|
||||
* 实际阵型由 MonMoveComp 在战斗中向左推进时自然拉开。
|
||||
* 槽位索引仍保留 3 行 × 4 列结构,供 monGrid 寻路与 SCastSystem 索敌使用。
|
||||
*/
|
||||
public static readonly MON_POSITIONS: Vec3[] = [
|
||||
// 第 1 列 (X=60)
|
||||
v3(0, BoxSet.GAME_LINE + 100, 0), // index 0: Top
|
||||
v3(0, BoxSet.GAME_LINE, 0), // index 1: Mid
|
||||
v3(0, BoxSet.GAME_LINE - 100, 0), // index 2: Bot
|
||||
// 第 2 列 (X=140)
|
||||
v3(90, BoxSet.GAME_LINE + 100, 0), // index 3: Top
|
||||
v3(90, BoxSet.GAME_LINE, 0), // index 4: Mid
|
||||
v3(90, BoxSet.GAME_LINE - 100, 0), // index 5: Bot
|
||||
// 第 3 列 (X=220)
|
||||
v3(180, BoxSet.GAME_LINE + 100, 0), // index 6: Top
|
||||
v3(180, BoxSet.GAME_LINE, 0), // index 7: Mid
|
||||
v3(180, BoxSet.GAME_LINE - 100, 0), // index 8: Bot
|
||||
// 第 4 列 (X=300)
|
||||
v3(270, BoxSet.GAME_LINE + 100, 0), // index 9: Top
|
||||
v3(270, BoxSet.GAME_LINE, 0), // index 10: Mid
|
||||
v3(270, BoxSet.GAME_LINE - 100, 0), // index 11: Bot
|
||||
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 0: Col1-Top
|
||||
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 1: Col1-Mid
|
||||
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 2: Col1-Bot
|
||||
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 3: Col2-Top
|
||||
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 4: Col2-Mid
|
||||
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 5: Col2-Bot
|
||||
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 6: Col3-Top
|
||||
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 7: Col3-Mid
|
||||
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 8: Col3-Bot
|
||||
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 9: Col4-Top
|
||||
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 10: Col4-Mid
|
||||
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 11: Col4-Bot
|
||||
];
|
||||
|
||||
// ======================== 编辑器属性 ========================
|
||||
@@ -71,8 +76,12 @@ export class MissionMonCompComp extends CCComp {
|
||||
private waveTargetCount: number = 0;
|
||||
/** 当前波已生成的怪物数量 */
|
||||
private waveSpawnedCount: number = 0;
|
||||
/** 等待生成的怪物队列 */
|
||||
/** 等待生成的怪物队列(波次总池) */
|
||||
private pendingMonsters: GeneratedMonster[] = [];
|
||||
/** 逐个刷怪队列:从 pendingMonsters 转入,按节奏在 update 中释放 */
|
||||
private spawnQueue: GeneratedMonster[] = [];
|
||||
/** 逐个刷怪累计计时(秒) */
|
||||
private spawnTimer: number = 0;
|
||||
|
||||
// ======================== 生命周期 ========================
|
||||
|
||||
@@ -83,7 +92,20 @@ export class MissionMonCompComp extends CCComp {
|
||||
}
|
||||
|
||||
protected update(dt: number): void {
|
||||
smc.vmdata.mission_data.pending_mon_num = this.pendingMonsters.length;
|
||||
// pending_mon_num 同时统计未刷出的总池与正在释放的队列,确保 UI 与全灭判定一致
|
||||
smc.vmdata.mission_data.pending_mon_num = this.pendingMonsters.length + this.spawnQueue.length;
|
||||
|
||||
// 逐个刷怪:按 MON_SPAWN_INTERVAL 节奏从队列释放
|
||||
if (this.spawnQueue.length > 0) {
|
||||
this.spawnTimer += dt;
|
||||
if (this.spawnTimer >= MissionMonCompComp.MON_SPAWN_INTERVAL) {
|
||||
this.spawnTimer = 0;
|
||||
const monData = this.spawnQueue.shift()!;
|
||||
const targetPosIndex = this.waveSpawnedCount % MissionMonCompComp.MAX_MONSTERS;
|
||||
this.addMonsterAtGrid(targetPosIndex, monData, this.currentWave);
|
||||
this.waveSpawnedCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
start() {}
|
||||
@@ -115,6 +137,8 @@ export class MissionMonCompComp extends CCComp {
|
||||
this.waveTargetCount = 0;
|
||||
this.waveSpawnedCount = 0;
|
||||
this.pendingMonsters = [];
|
||||
this.spawnQueue = [];
|
||||
this.spawnTimer = 0;
|
||||
|
||||
// 预生成第一波数据以获取数量和 Boss 信息
|
||||
const monsters = spawningEngine.generateWave(this.currentWave);
|
||||
@@ -142,24 +166,24 @@ export class MissionMonCompComp extends CCComp {
|
||||
|
||||
private onPhasePrepareEnd() {
|
||||
this.resetSlotSpawnData();
|
||||
|
||||
// 准备结束阶段,立即刷出本波所有怪物
|
||||
|
||||
// 准备结束阶段:把本波待刷怪物转入逐个释放队列,
|
||||
// 实际生成时机由 update() 按 MON_SPAWN_INTERVAL 节奏触发,
|
||||
// 让怪物从 X=400 出生点排成纵队依次向左推进。
|
||||
if (this.pendingMonsters.length > 0) {
|
||||
let count = Math.min(this.pendingMonsters.length, MissionMonCompComp.MAX_MONSTERS);
|
||||
const count = Math.min(this.pendingMonsters.length, MissionMonCompComp.MAX_MONSTERS);
|
||||
for (let i = 0; i < count; i++) {
|
||||
const monData = this.pendingMonsters.shift()!;
|
||||
const targetPosIndex = this.waveSpawnedCount % MissionMonCompComp.MAX_MONSTERS;
|
||||
this.addMonsterAtGrid(targetPosIndex, monData, this.currentWave);
|
||||
this.waveSpawnedCount++;
|
||||
this.spawnQueue.push(this.pendingMonsters.shift()!);
|
||||
}
|
||||
this.pendingMonsters = [];
|
||||
// 让首个怪物在下一帧立即刷出,避免额外延迟
|
||||
this.spawnTimer = MissionMonCompComp.MON_SPAWN_INTERVAL;
|
||||
}
|
||||
}
|
||||
|
||||
// ======================== 槽位管理 ========================
|
||||
|
||||
/**
|
||||
* 清理上一波残留怪物,并重置生成计数
|
||||
* 清理上一波残留怪物,并重置生成计数与逐个刷怪队列
|
||||
*/
|
||||
private resetSlotSpawnData() {
|
||||
ecs.query(ecs.allOf(HeroAttrsComp)).forEach(e => {
|
||||
@@ -168,8 +192,11 @@ export class MissionMonCompComp extends CCComp {
|
||||
e.destroy();
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
this.waveSpawnedCount = 0;
|
||||
// 同步丢弃上一波未释放的队列,避免与新一波混合
|
||||
this.spawnQueue = [];
|
||||
this.spawnTimer = 0;
|
||||
}
|
||||
|
||||
// ======================== 怪物生成 ========================
|
||||
|
||||
Reference in New Issue
Block a user