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eb1f19d14b
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a365219935 |
@@ -155,6 +155,8 @@ export const HeroInfo: Record<number, heroInfo> = {
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// 近战型
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6001:{uuid:6001,name:"兽人战士",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:120,ap:12,speed:480,
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skills:{6001:{uuid:6001,lv:1,cd:0.65,ccd:0}},info:""},
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6002:{uuid:6002,name:"兽人斥候",path:"mo3", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:120,ap:12,speed:480,
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skills:{6001:{uuid:6001,lv:1,cd:0.65,ccd:0},6004:{uuid:6004,lv:1,cd:10,ccd:0}},info:""},
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6003:{uuid:6003,name:"兽人卫士",path:"mo4", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:350,ap:30,speed:480,
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skills:{6001:{uuid:6001,lv:1,cd:2,ccd:0}},info:""},
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// 4. 远程
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@@ -163,8 +165,6 @@ export const HeroInfo: Record<number, heroInfo> = {
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6005:{uuid:6005,name:"兽人法师",path:"mo5", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Long,hp:80,ap:20,speed:480,
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skills:{6001:{uuid:6203,lv:1,cd:1.5,ccd:0}},info:""},
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// 6. 精英/BOSS型
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6002:{uuid:6002,name:"兽人斥候",path:"mo3", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:120,ap:12,speed:480,
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skills:{6001:{uuid:6001,lv:1,cd:0.65,ccd:0},6004:{uuid:6004,lv:1,cd:10,ccd:0}},info:""},
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6006:{uuid:6006,name:"兽人首领(BOSS)",path:"mo6", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:1500,ap:20,speed:480,
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skills:{6002:{uuid:6002,lv:1,cd:2,ccd:0},6004:{uuid:6004,lv:1,cd:10,ccd:0}},info:""},
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//============== 亡灵系列 ===============
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@@ -8,7 +8,7 @@ import { HeroInfo, HType } from "../common/config/heroSet";
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import { smc } from "../common/SingletonModuleComp";
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import { GameEvent } from "../common/config/GameEvent";
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import {BoxSet } from "../common/config/GameSet";
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import { BossList, MonList, MonType, SpawnPowerBias, StageBossGrow, StageGrow, UpType, WaveSlotConfig, DefaultWaveSlot, IWaveSlot } from "./RogueConfig";
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import { MonList, MonType, SpawnPowerBias, StageBossGrow, StageGrow, UpType, WaveSlotConfig, DefaultWaveSlot, IWaveSlot } from "./RogueConfig";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { MoveComp } from "../hero/MoveComp";
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const { ccclass, property } = _decorator;
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@@ -106,7 +106,7 @@ export class MissionMonCompComp extends CCComp {
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const item = this.MonQueue.shift();
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if (!item) return;
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const upType = this.getRandomUpType();
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const isBoss = BossList.includes(item.uuid);
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const isBoss = MonList[MonType.MeleeBoss].includes(item.uuid) || MonList[MonType.LongBoss].includes(item.uuid);
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// 简单推断:如果是 boss 默认给 2 格(你也可以从配置里反查或者加专门的英雄表配置)
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const slotsPerMon = isBoss ? 2 : 1;
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this.enqueueMonsterRequest(item.uuid, isBoss, upType, Math.max(1, Number(item.level ?? 1)), slotsPerMon, true);
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@@ -26,15 +26,16 @@ export const MonType = {
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LongBoss: 4, // boss怪
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}
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export const MonList = {
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[MonType.Melee]: [6001,6003], // 近战高功
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[MonType.Long]: [6002], // 高速贴近
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[MonType.Support]: [6002], // 高血皮厚
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[MonType.MeleeBoss]:[6006,6104,6015], // 射手
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[MonType.LongBoss]:[6005], // 远程魔法
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[MonType.Melee]: [6001,6002,6003], // 近战怪
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[MonType.Long]: [6004,6005], // 远程怪
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[MonType.Support]: [6005], // 辅助怪
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[MonType.MeleeBoss]:[6006,6015], // 近战boss
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[MonType.LongBoss]:[6104], // 远程boss
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}
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export const BossList = [6006,6104,6015]
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export const SpawnPowerBias = 1
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/*
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*** 全局刷怪强度配置,后期根据玩家强度动态调整
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*/
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export const SpawnPowerBias = 1
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export interface IWaveSlot {
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type: number; // 对应 MonType
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count: number; // 占位数量
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