6 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
36 changed files with 2988 additions and 507 deletions

View File

@@ -38,10 +38,13 @@
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@@ -11,103 +11,28 @@
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File diff suppressed because it is too large Load Diff

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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 @@
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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,
}
@@ -44,6 +44,7 @@ export enum FightSet {
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 = 0.4, // 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,

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 {
@@ -134,7 +134,6 @@ export interface SkillConfig {
gold?: number, // 获取金币技能的金币值
hit_count: number, // 可命中次数
hitcd: number, // 持续伤害的伤害间隔(秒)
/** @deprecated 已下沉到 SkillView @propertyprefab 配置),此处仅作兜底 */
speed: number, // 移动速度
with: number, // 宽度(暂时无用)
ready: number, // 前摇时间
@@ -143,14 +142,11 @@ export interface SkillConfig {
EAnm: number, // 结束动画ID
DAnm: string, // 命中后动画ID
IType: IType, // 技能类型(近战/远程/辅助)
/** @deprecated 已下沉到 SkillView @propertyprefab 配置),此处仅作兜底 */
RType: RType, // 技能运行类型(直线/贝塞尔/固定起点/固定终点)
/** @deprecated 已下沉到 SkillView @propertyprefab 配置),此处仅作兜底 */
EType: EType, // 结束条件(动画结束/时间结束/距离结束/碰撞/次数结束)
bezier_start_y?: number, // 贝塞尔起始抬升高度
bezier_mid_y?: number, // 贝塞尔中间高度增量
bezier_arc?: number, // 贝塞尔弧度系数
/** @deprecated 已下沉到 SkillView @propertyprefab 配置),此处仅作兜底 */
time?: number, // timeEnd 持续时间(秒)
kind?: SkillKind, // 主效果类型
crt?: number, // 额外暴击率
@@ -222,22 +218,22 @@ export const SkillSet: Record<number, SkillConfig> = {
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true,
RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
},
6002: {
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.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
},
6003: {
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.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
},
6004: {
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.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
},
6005: {
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.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
@@ -245,7 +241,7 @@ export const SkillSet: Record<number, SkillConfig> = {
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.fixed, 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",

View File

@@ -42,6 +42,7 @@ export const MonTypeName: Record<number, string> = {
* 英雄攻击速度分级配置 (数值为攻击间隔cd越小越快)
* 每档3个速度级别Lv1(最快) → Lv2(中间) → Lv3(最慢)
* 6档共18级覆盖所有英雄/怪物的攻击间隔
* 注:最慢档 Slow3/VerySlow 系列上限 1.10s,保证战斗节奏紧凑
*/
export enum AtkSpeedLv {
VeryFast1 = 1, VeryFast2 = 2, VeryFast3 = 3,
@@ -55,22 +56,22 @@ export enum AtkSpeedLv {
export const AtkSpeedSet = {
[AtkSpeedLv.VeryFast1]: { name: "极速++", cd: 0.15 },
[AtkSpeedLv.VeryFast2]: { name: "极速+", cd: 0.20 },
[AtkSpeedLv.VeryFast3]: { name: "极速", cd: 0.30 },
[AtkSpeedLv.Fast1]: { name: "快速++", cd: 0.40 },
[AtkSpeedLv.Fast2]: { name: "快速+", cd: 0.50 },
[AtkSpeedLv.Fast3]: { name: "快速", cd: 0.70 },
[AtkSpeedLv.Normal1]: { name: "中速++", cd: 0.80 },
[AtkSpeedLv.Normal2]: { name: "中速+", cd: 0.90 },
[AtkSpeedLv.Normal3]: { name: "中速", cd: 1.00 },
[AtkSpeedLv.Mid1]: { name: "一般+", cd: 1.10 },
[AtkSpeedLv.Mid2]: { name: "一般", cd: 1.20 },
[AtkSpeedLv.Mid3]: { name: "一般-", cd: 1.30 },
[AtkSpeedLv.Slow1]: { name: "慢", cd: 1.50 },
[AtkSpeedLv.Slow2]: { name: "慢+", cd: 1.60 },
[AtkSpeedLv.Slow3]: { name: "慢++", cd: 1.80 },
[AtkSpeedLv.VerySlow1]: { name: "很慢", cd: 2.30 },
[AtkSpeedLv.VerySlow2]: { name: "很慢+", cd: 2.50 },
[AtkSpeedLv.VerySlow3]: { name: "很慢++", cd: 2.80 },
[AtkSpeedLv.VeryFast3]: { name: "极速", cd: 0.28 },
[AtkSpeedLv.Fast1]: { name: "快速++", cd: 0.36 },
[AtkSpeedLv.Fast2]: { name: "快速+", cd: 0.44 },
[AtkSpeedLv.Fast3]: { name: "快速", cd: 0.52 },
[AtkSpeedLv.Normal1]: { name: "中速++", cd: 0.60 },
[AtkSpeedLv.Normal2]: { name: "中速+", cd: 0.68 },
[AtkSpeedLv.Normal3]: { name: "中速", cd: 0.76 },
[AtkSpeedLv.Mid1]: { name: "一般+", cd: 0.84 },
[AtkSpeedLv.Mid2]: { name: "一般", cd: 0.92 },
[AtkSpeedLv.Mid3]: { name: "一般-", cd: 1.00 },
[AtkSpeedLv.Slow1]: { name: "慢", cd: 1.05 },
[AtkSpeedLv.Slow2]: { name: "慢+", cd: 1.08 },
[AtkSpeedLv.Slow3]: { name: "慢++", cd: 1.10 },
[AtkSpeedLv.VerySlow1]: { name: "很慢", cd: 1.10 },
[AtkSpeedLv.VerySlow2]: { name: "很慢+", cd: 1.10 },
[AtkSpeedLv.VerySlow3]: { name: "很慢++", cd: 1.10 },
};
export const HeroPos = {
@@ -404,7 +405,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5001 铁壁战士 — atked 护盾标杆原5011
5001: {
uuid: 5001, name: "铁壁战士", path: "hk1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 300, ap: 22,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
atked: {
6301: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } },
@@ -430,7 +431,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5003 遗志将军 — dead 全队攻击
5003: {
uuid: 5003, name: "遗志将军", path: "hk2", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: 300, ap: 22,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
dead: {
6401: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
@@ -443,7 +444,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5004 破晓先知 — fstart 全队攻击
5004: {
uuid: 5004, name: "破晓先知", path: "hm1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 143, ap: 32,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } },
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid1].cd, ccd: 0 } },
fstart: {
6401: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
@@ -456,7 +457,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5005 战歌法师 — field 攻击光环
5005: {
uuid: 5005, name: "战歌法师", path: "hm2", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Support, hp: 143, ap: 32,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } },
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
field: [
{ lv: 1, uuids: [{ uuid: 7002, value: 0.1 }] },
{ lv: 3, uuids: [{ uuid: 7002, value: 0.2 }] },
@@ -470,7 +471,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5101 不死斗士 — atked 回血(更高数值)
5101: {
uuid: 5101, name: "不死斗士", path: "hk3", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 600, ap: 46,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
atked: {
6302: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 200 } },
@@ -496,7 +497,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5103 殉道勇士 — dead 全队护盾(更高数值)
5103: {
uuid: 5103, name: "殉道勇士", path: "hk4", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: 600, ap: 46,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
dead: {
6301: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
@@ -509,7 +510,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5104 圣光祭司 — fstart 全队护盾(更高数值)
5104: {
uuid: 5104, name: "圣光祭司", path: "hm3", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 287, ap: 64,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow1].cd, ccd: 0 } },
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid1].cd, ccd: 0 } },
fstart: {
6301: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
@@ -533,7 +534,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5106 破甲射手 — atking 自身穿透伤害计时buff增强
5106: {
uuid: 5106, name: "破甲射手", path: "ha1", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, grow_type: HGrowType.Assassin, role: HRole.Archer, hp: 287, ap: 64,
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal2].cd, ccd: 0 } },
atking: {
6512: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7022, buff_value: 5, buff_duration: 5 } },
@@ -549,7 +550,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5201 怒血勇士 — atked 全队攻击(范围扩大)
5201: {
uuid: 5201, name: "怒血勇士", path: "hk5", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 900, ap: 68,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
atked: {
6401: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 1 } },
@@ -575,7 +576,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5203 传承卫士 — dead 全队生命(范围扩大)
5203: {
uuid: 5203, name: "传承卫士", path: "hk1", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: 900, ap: 68,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
dead: {
6402: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } },
@@ -588,7 +589,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5204 晨光贤者 — fstart 全队暴击(范围扩大)
5204: {
uuid: 5204, name: "晨光贤者", path: "hm2", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 430, ap: 96,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } },
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid1].cd, ccd: 0 } },
fstart: {
6403: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
@@ -615,7 +616,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5301 复仇守护者 — atked 全队暴击(范围+数值)
5301: {
uuid: 5301, name: "复仇守护者", path: "hk2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 1200, ap: 90,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow1].cd, ccd: 0 } },
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
atked: {
6403: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
@@ -628,7 +629,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5302 破灭游侠 — atking 队友暴伤(范围+数值)
5302: {
uuid: 5302, name: "破灭游侠", path: "ha2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Assassin, role: HRole.Archer, hp: 573, ap: 128,
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal1].cd, ccd: 0 } },
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal2].cd, ccd: 0 } },
atking: {
6404: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 2, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
@@ -641,7 +642,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5303 亡语刺客 — dead 全队暴击+暴伤(双效果)
5303: {
uuid: 5303, name: "亡语刺客", path: "hc3", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, grow_type: HGrowType.Assassin, role: HRole.Assassin, hp: 1200, ap: 90,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast3].cd, ccd: 0 } },
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } },
dead: {
6403: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
@@ -691,7 +692,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5401 不灭战魂 — atked 攻击 + revive双技能
5401: {
uuid: 5401, name: "不灭战魂", path: "hk3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 1500, ap: 114,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
atked: {
6401: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } },
@@ -727,7 +728,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5403 凤凰祭司 — dead 攻击+护盾 + revive双技能
5403: {
uuid: 5403, name: "凤凰祭司", path: "hk4", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: 1500, ap: 114,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
dead: {
6401: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
@@ -750,7 +751,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5404 涅槃贤者 — fstart 护盾+攻击 + revive双技能
5404: {
uuid: 5404, name: "涅槃贤者", path: "hm3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 717, ap: 160,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal3].cd, ccd: 0 } },
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid1].cd, ccd: 0 } },
fstart: {
6301: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
@@ -792,7 +793,7 @@ export const HeroInfo: Record<number, heroInfo> = {
/*
*=============怪物配置列表================
* 性能基准1 级怪物与 1 级英雄card_lv=1单体性能持平 ——
* 近战怪镜像 5001hp300/ap22/cd1.8),远程怪镜像 5004hp160/ap28/cd1.3
* 近战怪镜像 5001hp300/ap22/cd0.92),远程怪镜像 5004hp160/ap28/cd0.84
* 重型/Boss 以更高 hp 换取更低 DPS承担"墙"与"压场"定位。
* 运行时最终属性 = 本表基础值 × RogueConfig.MON_HP_MUL / MON_AP_MUL
* Boss 额外 × BOSS_HP_BONUS_MUL校准目标整场战斗双方对砍 ≈ 30s。
@@ -800,23 +801,23 @@ export const HeroInfo: Record<number, heroInfo> = {
// 基础怪物 (全部固定点位站桩攻击HType仅决定是前排还是后排)
// 前排怪物 — 近战镜像 1 级英雄基准hp300/ap22/cd1.8),变体微分定位
// 前排怪物 — 近战镜像 1 级英雄基准hp300/ap22/cd0.92),变体微分定位
6001: {
uuid: 6001, name: "兽人战士", path: "m1", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Melee, hp: 300, ap: 22, speed: 70,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, info: "基础前排怪, 与1级近战英雄持平"
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } }, info: "基础前排怪, 与1级近战英雄持平"
},
6002: {
uuid: 6002, name: "兽人精锐战士", path: "m2", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Melee, hp: 340, ap: 26, speed: 110,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow2].cd, ccd: 0 } }, info: "进阶前排怪, 更快更痛"
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid1].cd, ccd: 0 } }, info: "进阶前排怪, 更快更痛"
},
6003: {
uuid: 6003, name: "兽人重装兵", path: "m3", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Heavy, hp: 800, ap: 14, speed: 50,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "重型坦克怪, 高HP低攻承伤位"
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, info: "重型坦克怪, 高HP低攻承伤位"
},
// 后排怪物 — 远程镜像 1 级法师基准hp160/ap28/cd1.3),变体微分定位
// 后排怪物 — 远程镜像 1 级法师基准hp160/ap28/cd0.84),变体微分定位
6004: {
uuid: 6004, name: "兽人射手", path: "m4", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Long, hp: 160, ap: 28, speed: 70,
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } }, info: "后排输出怪, 与1级远程英雄持平"
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid1].cd, ccd: 0 } }, info: "后排输出怪, 与1级远程英雄持平"
},
6005: {
uuid: 6005, name: "兽人刺客", path: "m5", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Assassin, hp: 130, ap: 26, speed: 130,
@@ -825,41 +826,41 @@ export const HeroInfo: Record<number, heroInfo> = {
// 特殊位怪物
6006: {
uuid: 6006, name: "骷髅领主", path: "m6", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.MeleeBoss, hp: 900, ap: 20, speed: 60,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "前排MiniBoss级坦克"
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, info: "前排MiniBoss级坦克"
},
6007: {
uuid: 6007, name: "兽人术士", path: "m7", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Support, hp: 240, ap: 18, speed: 70,
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, info: "后排辅助法师怪"
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } }, info: "后排辅助法师怪"
},
6008: {
uuid: 6008, name: "兽人火法", path: "m8", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Summoner, hp: 220, ap: 24, speed: 70,
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow1].cd, ccd: 0 } }, info: "后排召唤系法师怪"
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } }, info: "后排召唤系法师怪"
},
// BOSS怪物 — 与6006同基准以高HP压场血量经 BOSS_HP_BONUS_MUL 单独放大
6101: {
uuid: 6101, name: "兽人首领-双刀战士", path: "mb1", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 1200, ap: 24, speed: 120,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, info: "前排Boss, 攻速型"
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } }, info: "前排Boss, 攻速型"
},
6102: {
uuid: 6102, name: "兽人首领-斧头战士", path: "mb2", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 1500, ap: 18, speed: 60,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "前排Boss, 超高HP"
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, info: "前排Boss, 超高HP"
},
6103: {
uuid: 6103, name: "兽人首领-魔法师", path: "mb3", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 1000, ap: 28, speed: 110,
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow1].cd, ccd: 0 } }, info: "后排法系Boss"
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } }, info: "后排法系Boss"
},
6104: {
uuid: 6104, name: "兽人首领-射手", path: "mb4", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 1100, ap: 24, speed: 70,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow2].cd, ccd: 0 } }, info: "后排位Boss, 均衡型"
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } }, info: "后排位Boss, 均衡型"
},
6105: {
uuid: 6105, name: "亡灵首领-法师", path: "mb5", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 1000, ap: 30, speed: 110,
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, info: "后排高AP Boss"
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } }, info: "后排高AP Boss"
},
6106: {
uuid: 6106, name: "亡灵首领-骑马战士", path: "mb6", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 1800, ap: 20, speed: 130,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "前排终极Boss, 最高HP+高速"
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, info: "前排终极Boss, 最高HP+高速"
},
@@ -1185,7 +1186,8 @@ function calcSkillEffectValue(skill: SkillConfig, overrides: SkillOverrides | un
case SkillKind.Heal:
return ((config.ap || 0) / 100) * apEff * weights.W_heal;
case SkillKind.Shield:
return (config.ap || 0) * weights.expectedEnemyDmg * weights.W_shield;
// 护盾为数值减免型1 点护盾 ≈ 1 点预期伤害减免
return (config.ap || 0) * weights.W_shield;
case SkillKind.Support:
return calcSupportEffectValue(config, apEff, cd, seconds);
default:

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);
}
@@ -413,29 +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 };
}
/**

View File

@@ -153,11 +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) {

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);
@@ -528,7 +395,7 @@ export class HeroViewComp extends CCComp {
/** 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;
@@ -630,7 +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 {
@@ -641,10 +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);
@@ -653,7 +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

@@ -148,8 +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

View File

@@ -145,7 +145,9 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
const enemyX = enemy.node.position.x;
const dist = Math.abs(selfX - enemyX);
const attackRange = model.dis;
const inRange = dist <= attackRange;
/** 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;
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 */
@@ -216,13 +218,19 @@ 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);
@@ -230,8 +238,16 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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;
}
/** 统一从 MoveComp 获取 spawnOrder */
@@ -250,7 +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;
@@ -259,9 +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;
@@ -269,8 +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

@@ -1005,21 +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

@@ -142,7 +142,7 @@ export class MissionMonCompComp extends CCComp {
const spawnX = MissionMonCompComp.SPAWN_X_MIN
+ (MissionMonCompComp.SPAWN_X_MAX - MissionMonCompComp.SPAWN_X_MIN)
* (posIndex / Math.max(1, BOSS_COUNT + MINION_COUNT - 1));
const landingY = basePos.y + (monData.isBoss ? 6 : 0);
const landingY = basePos.y;
const spawnPos: Vec3 = v3(spawnX, landingY + MissionMonCompComp.MON_DROP_HEIGHT, 0);
this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999;

View File

@@ -146,10 +146,10 @@ export class TooltipCom extends CCComp {
this.node.setPosition(v3(this.node.position.x, currentY - 60));
this.node.setSiblingIndex(topSiblingIndex);
break;
case TooltipTypes.shield: // 护盾格挡
case TooltipTypes.shield: // 护盾减免
this.node.setPosition(v3(this.node.position.x + offsetX, currentY));
this.node.setSiblingIndex(topSiblingIndex);
this.setupLabel("add_life", "hp", "格挡");
this.setupLabel("add_life", "hp", "减免");
isHeal = true;
break;
}