3 Commits

Author SHA1 Message Date
panw
9b35482b3c refactor(hero): 统一英雄攻击射程配置并优化射程判断
1.  将MoveSystem和MonMoveSystem中的硬编码射程常量替换为HeroDisVal统一配置
2.  调整近战英雄默认攻击射程为120,修正原硬编码数值不一致问题
3.  优化施法射程计算逻辑,复用HeroDisVal配置
4.  为敌人查找逻辑添加同路优先筛选逻辑
5.  修正部分英雄技能的弹道类型为贝塞尔曲线
6.  移除冗余的射程常量定义,统一配置管理
2026-05-12 16:32:38 +08:00
panw
20e9b1d484 refactor(monster&hero): 重构三路分层逻辑与渲染排序
1. 移除飞行怪特殊判定,统一按Y轴高度处理三路渲染
2. 重命名飞行层相关变量为更准确的路次命名
3. 新增英雄自动分路均衡分配逻辑
4. 调整渲染排序规则,按Y轴高度决定上下层显示顺序
5. 修复怪物入场动画与刷怪分路逻辑
2026-05-12 16:32:25 +08:00
panw
86363f50b0 refactor(game/common): 移除SingletonModuleComp中未使用的WxCloudApi导入 2026-05-12 14:55:42 +08:00
10 changed files with 205 additions and 83 deletions

View File

@@ -414,7 +414,7 @@
"a": 255
},
"_spriteFrame": {
"__uuid__": "031877cb-0f3d-4e92-bc5d-e492a0d95a08@f4f28",
"__uuid__": "031877cb-0f3d-4e92-bc5d-e492a0d95a08@d17da",
"__expectedType__": "cc.SpriteFrame"
},
"_type": 1,
@@ -429,7 +429,10 @@
"_fillRange": 0,
"_isTrimmedMode": true,
"_useGrayscale": false,
"_atlas": null,
"_atlas": {
"__uuid__": "031877cb-0f3d-4e92-bc5d-e492a0d95a08",
"__expectedType__": "cc.SpriteAtlas"
},
"_id": ""
},
{

View File

@@ -4,7 +4,6 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
import { Initialize } from "../initialize/Initialize";
import { GameMap } from "../map/GameMap";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
import { GameEvent } from "./config/GameEvent";
import { GameScoreStats } from "./config/HeroAttrs";
import { mLogger } from "./Logger";

View File

@@ -193,7 +193,7 @@ export const SkillSet: Record<number, SkillConfig> = {
6001: {
uuid:6001,name:t("skill_name_6001"),sp_name:"atk",icon:"1026",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,
RType:RType.linear,EType:EType.collision,buffs:[],info:t("skill_info_6001", 1, 100),
RType:RType.bezier,EType:EType.collision,buffs:[],info:t("skill_info_6001", 1, 100),
},
6002: {
uuid:6002,name:t("skill_name_6002"),sp_name:"ball_fire",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
@@ -208,7 +208,7 @@ export const SkillSet: Record<number, SkillConfig> = {
6004: {
uuid:6004,name:t("skill_name_6004"),sp_name:"ball_zi",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
RType:RType.linear,EType:EType.collision,buffs:[],info:t("skill_info_6004", 1, 100),
RType:RType.bezier,EType:EType.collision,buffs:[],info:t("skill_info_6004", 1, 100),
},
6005: {
uuid:6005,name:t("skill_name_6005"),sp_name:"arrow",icon:"1135",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
@@ -248,7 +248,7 @@ export const SkillSet: Record<number, SkillConfig> = {
6104: {
uuid:6104,name:t("skill_name_6104"),sp_name:"arrow_big_yellow",icon:"1135",TGroup:TGroup.Enemy,readyAnm:"yellow",endAnm:"",act:"max",
DTType:DTType.single,crt:20,ap:100,hit_count:6,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
RType:RType.linear,EType:EType.collision,buffs:[],info:t("skill_info_6104", 6, 100),
RType:RType.bezier,EType:EType.collision,buffs:[],info:t("skill_info_6104", 6, 100),
},
6105: {
uuid:6105,name:t("skill_name_6105"),sp_name:"atk_fire",icon:"1173",TGroup:TGroup.Enemy,readyAnm:"blues",endAnm:"",act:"max",

View File

@@ -69,7 +69,7 @@ export const FormationPointX = {
} as const;
export const HeroDisVal: Record<HType.Melee | HType.Mid | HType.Long, number> = {
[HType.Melee]: 720,
[HType.Melee]: 120,
[HType.Mid]: 720,
[HType.Long]: 720,
}
@@ -207,7 +207,7 @@ export const HeroInfo: Record<number, heroInfo> = {
6001:{uuid:6001,name:t("mon_name_6001"),path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:120,ap:12,speed:100,
skills:{6001:{uuid:6001,lv:1,cd:0.65,ccd:0}},info:""},
6002:{uuid:6002,name:t("mon_name_6002"),path:"mo3", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:120,ap:12,speed:100,
skills:{6001:{uuid:6001,lv:1,cd:0.65,ccd:0},6004:{uuid:6004,lv:1,cd:10,ccd:0}},info:""},
skills:{6001:{uuid:6001,lv:1,cd:0.65,ccd:0}},info:""},
6003:{uuid:6003,name:t("mon_name_6003"),path:"mo4", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:350,ap:30,speed:100,
skills:{6001:{uuid:6001,lv:1,cd:2,ccd:0}},info:""},
// 4. 远程
@@ -217,7 +217,7 @@ export const HeroInfo: Record<number, heroInfo> = {
skills:{6001:{uuid:6203,lv:1,cd:1.5,ccd:0}},info:""},
// 6. 精英/BOSS型
6006:{uuid:6006,name:t("mon_name_6006"),path:"mo6", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:1500,ap:20,speed:100,
skills:{6002:{uuid:6002,lv:1,cd:2,ccd:0},6004:{uuid:6004,lv:1,cd:10,ccd:0}},info:""},
skills:{6002:{uuid:6002,lv:1,cd:2,ccd:0}},info:""},
//============== 亡灵系列 ===============
// 近战型
6101:{uuid:6101,name:t("mon_name_6101"),path:"mud1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:120,ap:12,speed:100,

View File

@@ -123,7 +123,7 @@ export class Monster extends ecs.Entity {
* 2) 初始化表现、属性、技能与阵营
* 3) 播放下落入场并在落地后启用碰撞与移动
*/
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001, is_boss:boolean=false, dropToY:number = pos.y,mon_lv:number=1, flyLaneIndex:number = 0) {
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001, is_boss:boolean=false, dropToY:number = pos.y,mon_lv:number=1, laneIndex:number = 0) {
// 怪物默认朝左,表现缩放固定为负向
scale=-1
// 当前怪物尺寸固定,保留变量便于后续扩展
@@ -220,18 +220,7 @@ export class Monster extends ecs.Entity {
if (!node || !node.isValid) return;
// 落地后锁定最终位置,切换到落地完成状态
node.setPosition(pos.x, dropToY, 0);
// 如果是飞行怪,可以保持空中状态,这里依然调用 down
view.playEnd("down");
// 飞行怪加一个轻微的上下浮动动效
if (flyLaneIndex > 0) {
tween(node)
.by(1.5, { position: v3(0, 15, 0) }, { easing: "sineOut" })
.by(1.5, { position: v3(0, -15, 0) }, { easing: "sineIn" })
.union()
.repeatForever()
.start();
}
move.moving = true;
// 落地后启用怪物碰撞分组

View File

@@ -30,10 +30,6 @@ export class MonMoveComp extends ecs.Comp {
@ecs.register('MonMoveSystem')
export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
/** 近战判定射程 */
private readonly meleeAttackRange = 250;
/** 远程判定射程 */
private readonly longAttackRange = 600;
/** 渲染层级重排节流,避免每帧排序 */
private readonly renderSortInterval = 0.05;
private lastRenderSortAt = 0;
@@ -128,8 +124,8 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
private isEnemyInAttackRange(model: HeroAttrsComp, selfX: number, enemyX: number): boolean {
const dist = Math.abs(selfX - enemyX);
const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
if (rangeType === HType.Melee) return dist <= this.meleeAttackRange;
return dist <= this.longAttackRange;
const attackRange = HeroDisVal[rangeType];
return dist <= attackRange;
}
private processCombatLogic(e: ecs.Entity, move: MonMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
@@ -139,10 +135,8 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
const inRange = this.isEnemyInAttackRange(model, selfX, enemyX);
// 接触判定距离,只有接触英雄才停止移动
// 飞行怪忽略接触碰撞,不被阻挡
const isFly = move.baseY > 50;
const touchDistance = 50;
const isTouching = !isFly && (dist <= touchDistance);
const isTouching = dist <= touchDistance;
// 攻击判定
if (inRange) {

View File

@@ -48,10 +48,6 @@ interface MoveFacConfig {
@ecs.register('MoveSystem')
export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
/** 近战判定射程 */
private readonly meleeAttackRange = 250;
/** 远程判定射程 */
private readonly longAttackRange = 600;
private readonly heroFrontAnchorX = -100;
private readonly monFrontAnchorX = 0;
/** 常规同阵营横向最小间距(英雄) */
@@ -65,7 +61,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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 }[] = [];
private readonly renderEntries: { node: Node; bossPriority: number; frontScore: number; spawnOrder: number; eid: number; laneScore: number }[] = [];
private renderEntryCount = 0;
/**
@@ -166,8 +162,8 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
private isEnemyInAttackRange(model: HeroAttrsComp, selfX: number, enemyX: number): boolean {
const dist = Math.abs(selfX - enemyX);
const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
if (rangeType === HType.Melee) return dist <= this.meleeAttackRange;
return dist <= this.longAttackRange;
const attackRange = HeroDisVal[rangeType];
return dist <= attackRange;
}
private processCombatLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
@@ -391,18 +387,21 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
}
}
const isFly = actorView.node.position.y > 50;
// 飞行怪在最前,其次是地面的 X 坐标
const frontScore = isFly ? 999999 - actorView.node.position.x : (attrs.fac === FacSet.HERO ? actorView.node.position.x : -actorView.node.position.x);
// 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;
const entryIndex = this.renderEntryCount;
let entry = this.renderEntries[entryIndex];
if (!entry) {
entry = { node: actorView.node, bossPriority: 0, frontScore: 0, spawnOrder: 0, eid: 0 };
entry = { node: actorView.node, bossPriority: 0, frontScore: 0, spawnOrder: 0, eid: 0, laneScore: 0 };
this.renderEntries.push(entry);
}
entry.node = actorView.node;
entry.bossPriority = attrs.is_boss ? 1 : 0;
entry.laneScore = laneScore;
entry.frontScore = frontScore;
entry.spawnOrder = spawnOrder;
entry.eid = e.eid;
@@ -410,9 +409,11 @@ 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 -> 前后位置 -> 出生序 -> eid */
/** 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;
if (a.spawnOrder !== b.spawnOrder) return a.spawnOrder - b.spawnOrder;
return a.eid - b.eid;

View File

@@ -5,7 +5,7 @@ import { HeroViewComp } from "./HeroViewComp";
import { DTType, RType, SkillConfig, SkillKind, SkillSet, SkillUpList, TGroup } from "../common/config/SkillSet";
import { Skill } from "../skill/Skill";
import { smc } from "../common/SingletonModuleComp";
import { HeroInfo, HType } from "../common/config/heroSet";
import { HeroDisVal, HeroInfo, HType } from "../common/config/heroSet";
import { Attrs } from "../common/config/HeroAttrs";
import { BoxSet, FacSet, FightSet } from "../common/config/GameSet";
import { oops } from "db://oops-framework/core/Oops";
@@ -140,8 +140,6 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
}
/** 空施法计划:用于“当前无可施法技能”时的统一返回 */
private readonly emptyCastPlan = { skillId: 0, skillLv: 1, isFriendly: false, targetPos: null as Vec3 | null, targetEids: [] as number[] };
/** 近战英雄默认施法射程 */
private readonly meleeCastRange = 64;
/** 查询缓存:避免每帧重复创建 matcher */
private heroMatcher: ecs.IMatcher | null = null;
@@ -543,12 +541,16 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
/**
* 在施法距离内查找最近敌人。
* 用于单体技能与基础目标参考。
* 考虑三路设计同路Y差较小优先如果同路没有目标再考虑跨路
*/
private findNearestEnemyInRange(heroAttrs: HeroAttrsComp, heroView: HeroViewComp, maxRange: number): HeroViewComp | null {
if (!heroView.node) return null;
const currentX = heroView.node.position.x;
const currentY = heroView.node.position.y;
let nearest: HeroViewComp | null = null;
let minDist = Infinity;
let foundSameLane = false;
ecs.query(this.getHeroMatcher()).forEach(entity => {
const attrs = entity.get(HeroAttrsComp);
const view = entity.get(HeroViewComp);
@@ -556,10 +558,26 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
if (attrs.fac === heroAttrs.fac) return;
if (attrs.is_dead || attrs.is_reviving) return;
if (this.isOutOfBattleBounds(view.node.position.x)) return;
const dist = Math.abs(currentX - view.node.position.x);
if (dist > maxRange) return;
if (dist >= minDist) return;
minDist = dist;
const distX = Math.abs(currentX - view.node.position.x);
if (distX > maxRange) return;
const isSameLane = Math.abs(currentY - view.node.position.y) < 30; // 30为容差
// 如果之前找到了同路目标,且当前不是同路,直接跳过
if (foundSameLane && !isSameLane) return;
// 如果当前是同路,且之前没找到同路,则强制替换(同路优先)
if (isSameLane && !foundSameLane) {
foundSameLane = true;
minDist = distX;
nearest = view;
return;
}
// 同等路况下比较距离
if (distX >= minDist) return;
minDist = distX;
nearest = view;
});
return nearest;
@@ -568,13 +586,17 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
/**
* 在施法距离内查找“最前排”敌人。
* 依据施法者面向方向选择 x 轴上更前的目标。
* 考虑三路设计:同路优先
*/
private findFrontEnemyInRange(heroAttrs: HeroAttrsComp, heroView: HeroViewComp, maxRange: number, nearestEnemy: HeroViewComp): HeroViewComp | null {
if (!heroView.node || !nearestEnemy.node) return null;
const currentX = heroView.node.position.x;
const currentY = heroView.node.position.y;
const direction = nearestEnemy.node.position.x >= currentX ? 1 : -1;
let frontEnemy: HeroViewComp | null = null;
let edgeX = direction > 0 ? Infinity : -Infinity;
let foundSameLane = false;
ecs.query(this.getHeroMatcher()).forEach(entity => {
const attrs = entity.get(HeroAttrsComp);
const view = entity.get(HeroViewComp);
@@ -583,8 +605,20 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
if (attrs.is_dead || attrs.is_reviving) return;
const enemyX = view.node.position.x;
if (this.isOutOfBattleBounds(enemyX)) return;
const dist = Math.abs(currentX - enemyX);
if (dist > maxRange) return;
const isSameLane = Math.abs(currentY - view.node.position.y) < 30;
if (foundSameLane && !isSameLane) return;
if (isSameLane && !foundSameLane) {
foundSameLane = true;
edgeX = enemyX;
frontEnemy = view;
return;
}
if (direction > 0) {
if (enemyX >= edgeX) return;
edgeX = enemyX;
@@ -618,9 +652,8 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
private resolveMaxCastRange(heroAttrs: HeroAttrsComp, type: HType): number {
const cached = heroAttrs.getCachedMaxSkillDistance();
if (cached > 0) return cached;
if (type === HType.Long) return 720;
if (type === HType.Mid) return 360;
return this.meleeCastRange;
const rangeType = type as HType.Melee | HType.Mid | HType.Long;
return HeroDisVal[rangeType];
}
/** 生成沿目标方向的施法目标坐标 */

View File

@@ -58,6 +58,12 @@ export class MissionHeroCompComp extends CCComp {
private static readonly HERO_SPAWN_START_MELEE_X = -320
/** 远程(含中程)英雄起始出生 X 坐标 */
private static readonly HERO_SPAWN_START_RANGED_X = -320
/** 三路高度偏移(上路, 中路, 下路) */
private static readonly HERO_LANE_Y_OFFSETS = [100, 0, -100]
/** 每路前排容量 */
private static readonly HERO_LANE_CAP = 3
/** 同路内 X 间距 */
private static readonly HERO_GAP_X = 100
// ======================== 运行时属性 ========================
@@ -124,7 +130,8 @@ export class MissionHeroCompComp extends CCComp {
if (model && view) {
if (model.is_dead) {
view.alive();
const landingPos = this.resolveHeroLandingPos(model.hero_uuid);
const { lane, indexInLane } = this.pickLaneForHero(model.hero_uuid, [hero.eid]);
const landingPos = this.resolveHeroLandingPos(model.hero_uuid, lane, indexInLane);
// 不再直接设置位置,而是播放下落入场动画
// 计算出出生点(空中)
const spawnPos: Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0);
@@ -159,6 +166,53 @@ export class MissionHeroCompComp extends CCComp {
// ======================== 英雄生成 ========================
/**
* 动态分配英雄上场的路和排位(优先中路 -> 上路 -> 下路)
* @param uuid 英雄 UUID
* @param excludeEids 排除计算的实体ID数组避免复活或合成时把自己算成占据的位置
*/
private pickLaneForHero(uuid: number, excludeEids: number[] = []): { lane: number; indexInLane: number } {
const heroes = this.getAllHeroes().filter(h => {
const m = h.get(HeroAttrsComp);
return m && !m.is_dead && !excludeEids.includes(h.eid);
});
const counts = [0, 0, 0];
const baseY = HeroPos[0].pos.y;
for (const h of heroes) {
const view = h.get(HeroViewComp);
if (!view || !view.node) continue;
let y = view.node.position.y;
// 处理正在掉落状态的英雄y 值偏高)
if (y > baseY + 150) {
y -= MissionHeroCompComp.HERO_DROP_HEIGHT;
}
let nearest = 1, best = Infinity;
for (let i = 0; i < 3; i++) {
const d = Math.abs(y - (baseY + MissionHeroCompComp.HERO_LANE_Y_OFFSETS[i]));
if (d < best) {
best = d;
nearest = i;
}
}
counts[nearest]++;
}
// 优先中路(1) -> 上路(0) -> 下路(2)
const priority = [1, 0, 2];
for (const lane of priority) {
if (counts[lane] < MissionHeroCompComp.HERO_LANE_CAP) {
return { lane, indexInLane: counts[lane] };
}
}
// 溢出:仍放中路,沿 X 继续排
return { lane: 1, indexInLane: counts[1] };
}
/**
* 生成一个英雄 ECS 实体:
* - 计算出生点(空中)和落点(地面)。
@@ -173,7 +227,8 @@ export class MissionHeroCompComp extends CCComp {
console.log("addHero uuid:",uuid)
let hero = ecs.getEntity<Hero>(Hero);
let scale = 1
const landingPos = this.resolveHeroLandingPos(uuid);
const { lane, indexInLane } = this.pickLaneForHero(uuid);
const landingPos = this.resolveHeroLandingPos(uuid, lane, indexInLane);
let spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0);
hero.load(spawnPos,scale,uuid,landingPos.y,hero_lv,pool_lv);
@@ -193,14 +248,16 @@ export class MissionHeroCompComp extends CCComp {
* 计算英雄落点位置。
* Y 坐标来自 HeroPos 配置X 坐标根据英雄类型(近战/远程)决定。
*
* @param uuid 英雄 UUID
* @returns 落点 Vec3
* @param uuid 英雄 UUID
* @param lane 分配到的路 (0: 上, 1: 中, 2: 下)
* @param indexInLane 该路排位
* @returns 落点 Vec3
*/
private resolveHeroLandingPos(uuid: number): Vec3 {
private resolveHeroLandingPos(uuid: number, lane: number, indexInLane: number): Vec3 {
const hero_pos = 0;
const baseY = HeroPos[hero_pos].pos.y;
const baseY = HeroPos[hero_pos].pos.y + MissionHeroCompComp.HERO_LANE_Y_OFFSETS[lane];
const startX = this.resolveSpawnStartX(uuid);
return v3(startX, baseY, 0);
return v3(startX + indexInLane * MissionHeroCompComp.HERO_GAP_X, baseY, 0);
}
/**
@@ -223,17 +280,42 @@ export class MissionHeroCompComp extends CCComp {
* @param pool_lv 卡池等级
* @param ap 聚合后攻击力
* @param hp_max 聚合后最大生命值
* @param targetLane 指定生成路
* @param targetIndex 指定该路排位
* @returns 实际生成的英雄等级
*/
private addMergedHero(uuid:number, hero_lv:number, pool_lv:number, ap:number, hp_max:number): number {
const hero = this.addHero(uuid, hero_lv, pool_lv);
private addMergedHero(uuid:number, hero_lv:number, pool_lv:number, ap:number, hp_max:number, targetLane?: number, targetIndex?: number): number {
console.log("addMergedHero uuid:",uuid)
let hero = ecs.getEntity<Hero>(Hero);
let scale = 1
// 如果未指定路,则按普通添加英雄处理
let lane = targetLane;
let indexInLane = targetIndex;
if (lane === undefined || indexInLane === undefined) {
const res = this.pickLaneForHero(uuid);
lane = res.lane;
indexInLane = res.indexInLane;
}
const landingPos = this.resolveHeroLandingPos(uuid, lane, indexInLane);
let spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0);
hero.load(spawnPos,scale,uuid,landingPos.y,hero_lv,pool_lv);
// 召唤完成后,派发事件以更新英雄面板
const model = hero.get(HeroAttrsComp);
if (!model) return hero_lv;
model.ap = Math.max(0, ap);
model.hp_max = Math.max(1, hp_max);
model.hp = model.hp_max;
model.dirty_hp = true;
return model.lv;
if (model) {
model.ap = Math.max(0, ap);
model.hp_max = Math.max(1, hp_max);
model.hp = model.hp_max;
model.dirty_hp = true;
oops.message.dispatchEvent(GameEvent.MasterCalled, {
eid: hero.eid,
model: model
});
return model.lv;
}
return hero_lv;
}
// ======================== 英雄查询 ========================
@@ -448,19 +530,24 @@ export class MissionHeroCompComp extends CCComp {
// 聚合属性
let sumAp = 0;
let sumHpMax = 0;
const mergeEids = [];
for (let i = 0; i < mergeHeroes.length; i++) {
const model = mergeHeroes[i].get(HeroAttrsComp);
mergeEids.push(mergeHeroes[i].eid);
if (!model) continue;
sumAp += model.ap;
sumHpMax += model.hp_max;
}
// 计算出生点
const landingPos = this.resolveHeroLandingPos(uuid);
// 计算目标出生点(提前排除素材英雄所占的位置)
const { lane, indexInLane } = this.pickLaneForHero(uuid, mergeEids);
const landingPos = this.resolveHeroLandingPos(uuid, lane, indexInLane);
const spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0);
// 汇聚 → 特效 → 生成
await this.mergeDestroyAtBirth(mergeHeroes, spawnPos);
await this.playMergeBoomFx(spawnPos);
return this.addMergedHero(uuid, Math.min(this.merge_max_lv, hero_lv + 1), pool_lv, sumAp, sumHpMax);
return this.addMergedHero(uuid, Math.min(this.merge_max_lv, hero_lv + 1), pool_lv, sumAp, sumHpMax, lane, indexInLane);
}
/**

View File

@@ -57,8 +57,8 @@ export class MissionMonCompComp extends CCComp {
private static readonly MON_SPAWN_GAP_X = 50;
/** 怪物出生掉落高度 */
private static readonly MON_DROP_HEIGHT = 280;
/** 飞行层高度偏移(地面, 空中1, 空中2 */
private static readonly FLY_LANE_Y_OFFSETS = [0, 120, 240];
/** 三路高度偏移(上路, 中路, 下路 */
private static readonly LANE_Y_OFFSETS = [100, 0, -100];
// ======================== 编辑器属性 ========================
@@ -172,9 +172,22 @@ export class MissionMonCompComp extends CCComp {
// ======================== 插队刷怪 ========================
/** 选取当前排数最少的路(均衡分配) */
private pickBalancedLane(): number {
let min = this.laneIndices[0];
let lane = 0;
for (let i = 1; i < 3; i++) {
if (this.laneIndices[i] < min) {
min = this.laneIndices[i];
lane = i;
}
}
return lane;
}
/**
* 处理插队刷怪队列(每 0.15 秒尝试消费一个):
* 1. 根据飞行层排号
* 1. 根据指定路或均衡分路
* 2. 找到后从队列中移除并生成怪物。
*/
private updateSpecialQueue(dt: number) {
@@ -190,7 +203,7 @@ export class MissionMonCompComp extends CCComp {
(MonList[MonType.FlyBoss] && MonList[MonType.FlyBoss].includes(item.uuid));
const upType = this.getRandomUpType();
const lane = item.flyLane >= 0 && item.flyLane <= 2 ? item.flyLane : 0;
const lane = item.flyLane !== undefined && item.flyLane >= 0 && item.flyLane <= 2 ? item.flyLane : this.pickBalancedLane();
this.addMonsterAt(lane, this.laneIndices[lane], item.uuid, isBoss, upType, Math.max(1, Number(item.level ?? 1)));
this.laneIndices[lane]++;
@@ -305,24 +318,27 @@ export class MissionMonCompComp extends CCComp {
// 解析配置
for (const slot of config) {
const isBoss = slot.type === MonType.MeleeBoss || slot.type === MonType.LongBoss || slot.type === MonType.FlyBoss;
// 判断分配到的飞行层
let lane: number = slot.flyLane !== undefined ? slot.flyLane : 0;
if (slot.type === MonType.Fly || slot.type === MonType.FlyBoss) {
lane = slot.flyLane !== undefined ? slot.flyLane : 1; // 飞行怪默认在第一层
}
lane = Math.max(0, Math.min(2, lane)); // 约束在 0,1,2
for (let i = 0; i < slot.count; i++) {
const uuid = this.getRandomUuidByType(slot.type);
const upType = this.getRandomUpType();
// 优先使用配置的 lane否则均衡分配
let lane = slot.flyLane !== undefined ? slot.flyLane : this.pickBalancedLane();
lane = Math.max(0, Math.min(2, lane));
const req = { uuid, isBoss, upType, monLv: wave, lane };
allMons.push(req);
// 提前累加 laneIndices以便本波内的均衡分配能正确计算
this.laneIndices[lane]++;
}
}
this.waveTargetCount = allMons.length;
this.waveSpawnedCount = 0;
// 由于上面循环中已经累加了 laneIndices这里需要重置以便下面真正生成时再累加或者直接利用 allMons 生成)
this.laneIndices = [0, 0, 0];
// 4. 立即生成本波所有怪物
for (const req of allMons) {
this.addMonsterAt(req.lane, this.laneIndices[req.lane], req.uuid, req.isBoss, req.upType, req.monLv);
@@ -335,8 +351,8 @@ export class MissionMonCompComp extends CCComp {
/**
* 在指定层级、指定索引处生成一个怪物:
*
* @param laneIndex 飞行层索引 (0, 1, 2)
* @param monIndex 该级的第几个怪 (0, 1, 2...)
* @param laneIndex 三路索引 (0, 1, 2)
* @param monIndex 该级的第几个怪 (0, 1, 2...)
* @param uuid 怪物 UUID
* @param isBoss 是否为 Boss
* @param upType 属性成长类型
@@ -355,7 +371,7 @@ export class MissionMonCompComp extends CCComp {
// 计算坐标
const spawnX = MissionMonCompComp.MON_SPAWN_START_X + monIndex * MissionMonCompComp.MON_SPAWN_GAP_X;
const landingY = BoxSet.GAME_LINE + MissionMonCompComp.FLY_LANE_Y_OFFSETS[laneIndex] + (isBoss ? 6 : 0);
const landingY = BoxSet.GAME_LINE + MissionMonCompComp.LANE_Y_OFFSETS[laneIndex] + (isBoss ? 6 : 0);
const spawnPos: Vec3 = v3(spawnX, landingY + MissionMonCompComp.MON_DROP_HEIGHT, 0);
this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999;