46 Commits

Author SHA1 Message Date
panFD
fad85b96e5 feat: 新增技能相关资源与调整特效发光宽度
1. 新增多个技能攻击、待机预制件与动画剪辑资源
2. 调整三种outline材质的发光宽度与绿色材质发光阈值
3. 优化部分技能预制件的属性配置与动画参数
2026-08-15 11:39:03 +08:00
pan
e1c37eb510 docs(config): add meta files for kingdom skill config docs
add metadata files for the two newly added configuration documents about geometric kingdom skills
2026-08-14 17:31:14 +08:00
pan
2d11246838 refactor: 移除战斗结束相关的FEnd触发逻辑
此次提交全面清理了所有与战斗结束(FEnd)相关的代码:
1. 移除了Hero、Monster等实体中的fend属性与运行时处理
2. 删除了SkillTriggerHelper中的FEnd触发分支
3. 移除了GameEvent中的FightEnd事件与相关监听
4. 清理了配置文件中的FEnd相关枚举、字段与装备
5. 重构了MissionComp的回合逻辑,不再触发战后技能
6. 更新了注释与文档,移除过时的FEnd相关说明

彻底移除了已不再使用的战斗结束触发机制,简化了代码架构。
2026-08-14 15:28:22 +08:00
pan
d759689269 docs: 新增《几何王国》英雄技能汇总配置文档
该文档收录了游戏主流热门英雄的技能、养成解锁条件、觉醒技能、强度排行等内容,整理自多个公开玩家攻略资源,方便团队查阅参考。
2026-08-14 10:58:25 +08:00
pan
e78f4365e7 refactor(heroSet): 重构英雄攻速配置体系
将原有的18级3档攻速配置简化为5档统一配置,更新所有英雄和怪物的技能攻速引用,调整怪物基准属性说明以匹配新的攻速配置。
2026-08-14 10:18:35 +08:00
pan
34a62f0a87 fix(config): adjust map boundary values
modify LEFT_END and RIGHT_END from ±360 to ±320 to correct map border range
2026-08-14 10:00:32 +08:00
pan
1988ae5ef1 refactor(hero): 统一击退位移逻辑到MoveSystem
将英雄后退的视图层位移操作迁移到MoveSystem统一处理,
通过knockbackVelocity组件属性实现平滑的击退位移衰减与边界钳制,
移除HeroViewComp中直接操作节点位置的代码,解耦视图与战斗逻辑。
2026-08-14 09:53:05 +08:00
panFD
df0dedba75 refactor: 整理技能与战斗相关的配置与逻辑
1.  新增技能飞行距离配置项,支持自定义直线技能飞行距离
2.  调整英雄后退击退范围从30改为20
3.  重构击退逻辑,统一敌我双方的边界钳制处理
4.  优化Boss数值配置,固定基础面板为初始英雄2倍强度
5.  修正技能6006的动画资源引用为atk1
6.  调整近战英雄默认停火距离从80改为60
7.  更新注释文档与配置注释,优化代码可读性
2026-08-14 00:36:26 +08:00
panFD
4fee02d82e refactor(hero): 移除英雄等级显示相关逻辑
1. 从HeroTopBarComp中移除等级Label组件、lvShow方法以及等级显示调用
2. 从HeroViewComp的update逻辑中移除等级脏数据监听
3. 调整英雄顶栏预制体的布局参数并隐藏等级节点
2026-08-13 23:16:44 +08:00
panFD
15d14f7d59 refactor(hero&monster): 调整英雄与怪物的攻速配置与近战停止距离
1.  全局重构攻击攻速分级配置,统一放缓慢攻速档位上限为1.10s以紧凑战斗节奏
2.  调整近战单位停止追击距离从60提升至80,优化近战英雄作战手感
3.  批量更新所有英雄与怪物的技能攻击间隔,匹配新的攻速配置
2026-08-13 23:07:09 +08:00
panFD
9579c4f75e refactor(monster): 重构怪物分层显示与战斗逻辑
1.  重构怪物挂载逻辑,按Boss/小怪分别挂载到对应场景层
2.  调整怪物出生落点逻辑,移除额外Y轴偏移
3.  优化场景节点清理范围,新增MON/BOSS层清理
4.  重构渲染排序逻辑,分层管理怪物渲染层级
5.  新增5套攻击技能预制体与动画资源
6.  修复技能配置参数冗余注释与类型错误
2026-08-13 23:05:51 +08:00
pan
d54e6ce1d6 fix: 调整游戏地平线高度与UI、场景位置
统一修正游戏内角色控制器UI位置、地图物体Y轴偏移
调整游戏地平线基准值,修复场景显示偏移问题
2026-08-13 17:29:53 +08:00
pan
d06c99e2f1 refactor(hero): 重构英雄头顶状态栏逻辑到独立组件
将原HeroViewComp中的头顶血条、等级、护盾UI逻辑抽离为HeroTopBarComp,
统一管理头顶状态栏的初始化、数据更新、动画和显隐逻辑,减少HeroViewComp代码冗余,
提升代码可维护性和复用性。同时更新预制体关联,适配新的组件结构。
2026-08-13 17:20:38 +08:00
pan
76082d8e1f refactor: 重构护盾机制为数值减免型
1. 调整护盾逻辑:从单次抵挡改为按伤害量减免
2. 更新配置、注释与UI提示文本,统一术语表述
3. 修复prefab布局适配新的护盾显示样式
2026-08-13 16:53:15 +08:00
pan
695a9e2b66 refactor(skill): 重构技能配置加载逻辑,将参数下沉至prefab配置
1. 新增SkillView组件属性runType/endType/speed/time,替换原配置表字段
2. 批量同步所有技能prefab的配置参数
3. 优化技能运行逻辑,优先使用prefab配置,配置表仅作兜底
4. 新增同步脚本用于批量迁移技能配置
2026-08-13 16:26:19 +08:00
pan
c6b5e1431f fix(skill): 修复技能相关的显示与逻辑问题
1. 调整技能预制体的锚点和攻击偏移参数
2. 修复SkillView.ts的代码格式与导入错误
3. 补充fixed类型技能的动画结束销毁逻辑
2026-08-13 15:36:57 +08:00
pan
7fa18329d6 fix(skill): 调整普攻技能配置与表现
1.  修改普攻预制体的缩放、尺寸、锚点与精灵贴图
2.  更新普攻动画的采样率、时长与帧动画帧
3.  调整技能配置,将默认普攻替换为6006并修正攻击类型
4.  统一全英雄与怪物的默认技能为6006普攻
2026-08-13 15:11:11 +08:00
panFD
a2c397120c docs(skill): 更新技能4的图标资源
替换了assets/resources/game/skill/skill4.png的图片资源
2026-08-13 14:22:41 +08:00
panFD
cb2a72da52 refactor(map): 重构rogue战斗数值生成逻辑
重构了Rogue模式的怪物数值计算方式,移除了基于英雄实时强度的动态缩放算法,改为统一使用基础属性乘以可调系数的固定缩放方案:
1.  更新了怪物配置基础属性,对齐1级英雄面板作为基准
2.  简化了数值公式,仅保留三个可调节的全局系数用于平衡难度
3.  删除了冗余的ECS查询、强度计算和类型系数逻辑
4.  更新了全部注释文档,明确数值校准目标和调整方式
2026-08-13 14:12:05 +08:00
pan
9da3e2d9fd fix(map): adjust global monster power multiplier to 1
更新全局怪物强度系数配置,将原本的2/3调整为1,让怪物强度和英雄能力持平
2026-08-13 11:17:29 +08:00
pan
eb4b370533 refactor: 重构击退机制,将概率改为距离增量
1. 调整近战默认攻击距离从150改为100
2. 将击退相关属性从概率改为击退距离增量,同步更新所有配置、UI显示和技能描述
3. 移除旧的击退概率判定逻辑,改为直接应用击退距离增量
4. 优化受击击退的处理流程,统一参数传递
2026-08-13 11:09:37 +08:00
pan
a3375ec3b6 refactor(hero): 统一英雄攻击距离默认值并优化队友间距逻辑
1. 将英雄/怪物默认攻击距离调整为近战150、中程300、远程450,通过HeroDisVal统一管理
2. 新增同阵营单位移动和待机时的间距避让逻辑,避免单位重叠穿模,添加自然蠕动效果
2026-08-13 10:23:14 +08:00
pan
011e7b3dde refactor(MissionHeroComp): 重构英雄登场点位逻辑
1.  将动态生成的英雄站位改为硬编码固定3列位置
2.  更新站位分配优先级适配新的点位数组
3.  优化注释说明,明确点位规则和分配逻辑
2026-08-13 09:31:40 +08:00
pan
038abdc5d2 refactor(monster): 重构移动组件体系,统一英雄与怪物移动逻辑
1. 删除废弃的 MonMoveComp,将功能合并到 MoveComp 中
2. 移除 MissionComp 中冗余的怪物最大数量配置计算
3. 优化英雄站位分配逻辑,近战优先靠前站位
4. 统一移动系统的边界约束与渲染排序逻辑
5. 清理 Hero.ts 中未使用的导入项
2026-08-13 09:20:27 +08:00
panFD
c27c81cfa6 refactor: 重构关卡战斗流程与AI逻辑,改为单场Boss战模式
1.  近战AI新增警戒线机制,无威胁时退回编队
2.  替换多回合波次为单场Boss战,简化刷怪与回合逻辑
3.  重构招募系统为开局免费三选一流程
4.  调整英雄与怪物基础属性平衡
5.  精简HUD与配置文件冗余代码
2026-08-13 00:21:54 +08:00
pan
a905db8e48 feat: 大幅优化战斗体验与编队系统
1. 扩展英雄/怪物网格站位到10个槽位
2. 重构默认攻击距离计算逻辑,按职业动态适配
3. 重做英雄站位与移动系统,新增同阵营间距约束
4. 调整rogue模式怪物数量与强度配置,提升战斗爽感
5. 重构刷怪逻辑为匀速曲线+欠账补刷,优化刷怪节奏
2026-08-12 17:56:59 +08:00
pan
3060ee7df7 refactor(hero): 重构英雄死亡与复活机制
1. 统一英雄真实死亡流程:死亡时快照数据到全局列表,动画结束后统一销毁实体
2. 移除回合自动复活逻辑,改为由复活系统主动读取快照重新召唤
3. 修复近战追敌可能脱离战场的问题,增加推进距离上限
4. 重构死亡计数与全员存活检测逻辑,基于死亡快照列表而非实体状态
2026-08-12 16:15:33 +08:00
pan
ab6a3b7824 refactor(mission card): 暂时禁用英雄信息盒同步逻辑
注释所有refreshHeroBoxSlots调用点并禁用方法实现,保留代码备查以便后续恢复
2026-08-12 15:51:56 +08:00
pan
a5dc1ef540 refactor(missionCard): 重构抽卡逻辑与按钮命名
1.  重命名抽卡按钮相关变量与注释为刷新卡池
2.  调整抽卡规则:不再过滤已召唤英雄,支持同英雄二合一合成
3.  新增招募计数循环机制:每4次招募触发一次三选一
4.  添加近战保底逻辑,全远程阵容时提升近战卡权重
5.  移除冗余的已召唤英雄过滤逻辑
2026-08-12 15:31:27 +08:00
pan
db98b60737 feat(game): 调整英雄最大数量与合成升级规则
1. 将英雄最大数量从3提升至10
2. 重构英雄等级上限逻辑,改为从配置项读取
3. 新增同uuid英雄二合一合成升级机制,等级封顶为配置上限
4. 优化召唤校验逻辑,支持同uuid英雄合成并提示等级上限
2026-08-12 15:10:29 +08:00
pan
ccce8a11ea fix(hero): adjust default hero movement speed from 100 to 200
将英雄默认移动速度从100修改为200,调整基础战斗体验参数
2026-08-12 11:16:38 +08:00
pan
762dc91a11 fix(hero&move): 调整英雄基础移速并优化近战逻辑
将默认移速从800改为100,重构近战战斗移动逻辑:
1. 增加敌人存在校验,无敌人时恢复原编队战斗逻辑
2. 新增近战接触距离常量,让英雄贴近敌人后再停下攻击
3. 优化移动速度和停止位置计算,确保近战贴脸输出
2026-08-12 11:16:20 +08:00
pan
4594f673b4 feat(hero): 新增英雄职业定位系统,优化编队站位逻辑
1. 新增HRole枚举与角色定位配置,解耦成长类型与阵容职能
2. 重构移动系统的编队优先级计算,基于职业定位重新排序站位
3. 重写单行编队站位算法,根据队伍人数自动适配紧凑/松散排布
4. 为所有预设英雄配置对应职业定位
2026-08-12 11:04:59 +08:00
pan
426dc24899 feat(config): add official recommended hero combo configurations
新增官方推荐英雄阵容配置,包含6套标准铁三角阵容,支持新手引导、阵容UI展示与自动布阵使用,同时提供低配替代阵容供新手期使用。
2026-08-12 09:45:46 +08:00
pan
1609d3971a refactor(hero desc): 调整技能描述渲染逻辑,适配不同场景显示需求
1. 新增showName参数控制技能名称是否展示,区分英雄弹窗和卡池场景
2. 修正英雄预制体中角色的Y轴偏移量
3. 同步更新函数注释和调用传参
2026-08-12 09:39:24 +08:00
panFD
ae6c69e4f3 refactor(hero): 调整英雄描述展示为满级效果
修改英雄能力描述的数据源等级为5级,展示满级能力信息;移除技能名后的档位后缀,统一文案展示规则。
2026-08-12 08:38:57 +08:00
panFD
450a8b81e5 refactor(field): 重构驻场光环数据结构,分离元数据与数值
1.  新增FieldEntry类型,将驻场词条的uuid与生效数值分离
2.  重构FieldSkillSet,移除各档位重复配置,仅保留基础元数据
3.  更新所有使用驻场词条的业务代码,适配新的数据结构
4.  修复数值渲染逻辑,使用词条携带的实际数值而非配置固化值
2026-08-11 22:36:28 +08:00
panFD
e328892679 feat(EquipSet): 新增三个等级的破甲加成装备
删除了无用的炉石酒馆配置元文件,同时为1/2/3级装备列表分别添加破甲加成新装备,对应穿透后伤害提升的属性效果
2026-08-11 22:35:37 +08:00
panFD
486c223b65 feat(hero config): add new hero 5106 破甲射手
1. 新增card_lv为2的破甲射手英雄配置,包含主动技能与穿透伤害计时buff
2. 在HeroList中添加该英雄的编号
3. 移除旧的光环uuid速查表格
2026-08-11 21:52:08 +08:00
panFD
c65c8a36ab feat: 新增穿透伤害加成机制与相关配置
1. 新增全局穿透伤害衰减系数配置与英雄属性字段
2. 实现穿透伤害加成的计算逻辑与增益buff
3. 补全技能与英雄配置的相关变更
4. 新增穿透伤害相关的光环与技能配置
2026-08-11 21:44:50 +08:00
pan
f251e57c3c refactor(roguemap): 重构怪物ap计算逻辑,脱离总强度框架
1. 新增怪物ap独立计算体系,挂钩玩家平均攻击与回合递进
2. 废弃原ap_mul配置字段,保留仅用于兼容旧配置
3. 新增类型系数、成长曲线函数与英雄平均攻击统计逻辑
4. 修复原ap成长被总强度熨平的问题,提升后期战斗威胁感
2026-08-11 19:15:55 +08:00
pan
3c9496d753 build: add missing typescript component meta files
add meta config files for several game component scripts
2026-08-11 19:02:16 +08:00
pan
409113e269 feat: 完成肉鸽回合制游戏核心玩法迭代
新增连杀系统、金币飞行特效、波次HUD、屏幕震动等表现功能,重构怪物刷出逻辑与难度动态调节,调整回合回血比例,优化游戏节奏与体验。

主要变更:
1.  调整回合回血比例从0.5到0.4,优化前期节奏
2.  新增连杀计数与奖励系统,支持5/10/20连杀触发对应表现
3.  实现怪物死亡掉落金币的抛物线飞行特效
4.  增加波次进度HUD,显示剩余怪物与全局回合进度
5.  新增屏幕震动工具与战斗横幅统一展示系统
6.  重构怪物刷出逻辑,支持按回合类型调整刷怪间隔,加入清场加速机制
7.  优化动态难度调节算法,增加滞回与指数平滑,避免难度突变
8.  新增Boss预警、登场事件与回合清屏事件,完善事件总线
9.  调整怪物数量阈值与回合倒计时档位,适配新的节奏设计
2026-08-11 19:00:23 +08:00
pan
d57f4c14e0 chore: 清理过期设计文档并新增刷怪心流改造方案
删除了英雄UI重构和技能模板重构的旧设计文档,新增刷怪节奏优化的完整实施计划文档,包含三个阶段的具体改造步骤、验证方案和执行约束。
2026-08-11 17:19:08 +08:00
pan
b13178166a style(skill atk prefab): 统一调整技能预制体的本地缩放值
批量修改多个攻击技能预制体的_lscale参数,将不同的xy缩放值统一调整为适配统一视觉尺寸的数值,包括0.3、0.35、0.5等适配值,保证技能特效显示风格一致
2026-08-11 15:48:39 +08:00
pan
d692251467 fix(config): 调整英雄卡抽取权重随等级递减逻辑
将原本固定的英雄抽取权重改为按等级几何递减,高等级英雄更难抽取,优化卡池抽取概率梯度
2026-08-11 14:56:38 +08:00
166 changed files with 35642 additions and 8680 deletions

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# 技能配置重构实施计划
## 1. 探索阶段总结 (Current State Analysis)
经过对代码库的探索,当前技能触发系统及相关配置状态如下:
- `SkillSet.ts` 包含了所有技能的基座配置 `SkillConfig` 和技能字典 `SkillSet`
- `heroSet.ts` 中的 `HeroInfo` 存放英雄和怪物的配置,目前 `call`, `dead`, `fstart`, `fend` 被定义为 `number[]`,而 `atking``atked` 被定义为 `{s_uuid: number, t_num: number}[]`
- `HeroAttrsComp.ts` 内部存储了与配置一致的触发技能结构。
- `SkillTriggerHelper.ts` 负责判定并向外派发 `GameEvent.TriggerSkill` 事件,由 `SCastSystem.ts` 监听并执行 `forceCastTriggerSkill`
- 目前 `SCastSystem.ts` 在收集技能目标和施放技能时,都是直接从 `SkillSet[s_uuid]` 读取 `config`,没有针对具体角色的差异化机制。
## 2. 拟议变更 (Proposed Changes)
### 2.1 修改 `SkillSet.ts`
- **新增接口**:定义 `SkillOverrides` 接口,包含所有可被角色覆盖的技能参数(如 `TGroup`, `ap`, `hit_count`, `buffs` 等,全部为可选字段)。
- **新增函数**:编写 `mergeSkillParams(config, overrides?)` 函数,将基座 `config` 和角色覆盖 `overrides` 进行合并,返回一个新的 `SkillConfig` 对象。
### 2.2 修改 `heroSet.ts`
- **扩展接口**
-`HSkillInfo` 接口中增加 `overrides?: SkillOverrides;`
-`heroInfo` 接口中的触发字段 `call`, `dead`, `fstart`, `fend`, `atking`, `atked` 统一更新为 `{ s_uuid: number; t_num: number; overrides?: SkillOverrides }[]` 结构。
- **更新配置示例**:按照设计文档更新英雄 `5001`, `5002`, `5301`, `5302` 的配置,为特定的触发技能添加 `overrides` 字段(如盾骑士 5002 全队护盾覆盖)。
### 2.3 修改 `HeroAttrsComp.ts`
- **同步类型**:将 `call`, `dead`, `fstart`, `fend`, `atking`, `atked` 的类型同步改为与 `heroInfo` 一致的 `{ s_uuid: number; t_num: number; overrides?: SkillOverrides }[]`
### 2.4 修改 `SkillTriggerHelper.ts`
- **派发支持**
- 更新 `dispatchSingle` 方法签名,增加 `overrides?: SkillOverrides` 参数,并在 `oops.message.dispatchEvent(GameEvent.TriggerSkill, {...})` 中将其传入。
- 更新 `handleCall`, `handleDead`, `handleArrayTrigger` 处理逻辑,将原先对 `number[]` 的处理改为对 `{s_uuid, t_num, overrides}` 对象数组的处理,并提取 `overrides` 传递给 `dispatchArray`
- 更新 `handleAtking`, `handleAtked` 中的 `dispatchSingle` 调用,传入 `atkConfig.overrides`
### 2.5 修改 `SCastSystem.ts` (关键运行时逻辑)
- **事件监听更新**:在 `onTriggerSkill` 方法的 `args` 参数定义中补充 `overrides?: SkillOverrides`,并传递给 `forceCastTriggerSkill`
- **合并逻辑上移(架构优化)**
-`forceCastTriggerSkill``castSkill` 的**方法入口处**(而非 `applyFriendlySkillEffects` 内部),第一时间调用 `mergeSkillParams(config, overrides)` 获取 `effective` 技能配置。
- 将后续所有关于阵营判定(如 `effective.TGroup`)、目标收集、以及传递给 `applyFriendlySkillEffects` / `applyEnemySkillEffects` 的参数全部替换为 `effective`
- **为何如此设计**:如果在原设计中仅在 `applyFriendlySkillEffects` 入口处合并,那么前置的**目标选择逻辑**(依赖 `TGroup` 判定是 `Self` 还是 `Team`)将会使用未合并的基础配置,导致类似“自己加盾变为全队加盾”的 `TGroup` 覆盖无法生效。将合并操作前置可以彻底解决这一问题。
- **主动技能支持**:在 `pickCastSkill` 中,读取 `heroAttrs.skills[s_uuid]?.overrides` 并进行合并判定,同时将 `overrides` 放入返回的 `castPlan` 中,以便 `castSkill` 使用。
## 3. 假设与决策 (Assumptions & Decisions)
- **统一触发结构**:虽然 `call`, `dead`, `fstart`, `fend` 不严格需要 `t_num`,但为了类型统一并完全遵守设计规范,统一采用了包含 `t_num` 的对象结构。
- **合并前置决策**:如上所述,坚决在施放方法入口处进行 `mergeSkillParams` 以保证目标收集逻辑能够感知到 `TGroup` 的变化。这比设计规范中要求的修改范围略有扩大,但对于系统功能的正确实现是必须的。
- **卡牌技能影响**:卡牌技能(`forceCastCardSkill`)当前没有绑定角色的 `overrides`,因此维持读取基础 `SkillSet` 逻辑不变。
## 4. 验证步骤 (Verification steps)
1. 编译 TypeScript 代码,确保 `HeroAttrsComp`, `heroSet`, `SCastSystem` 等修改后的接口和类型无报错。
2. 启动游戏或运行测试,确认 `5001` (见习战士) 触发的基础护盾只对自己生效。
3. 确认 `5002` (盾骑士) 受击触发的护盾技能正确地为全队附加护盾并且护盾值ap与次数hit_count符合 `overrides` 配置。
4. 确认所有旧版英雄技能在无 `overrides` 时能够正确回退到 `SkillSet` 的默认配置,游戏运转正常无异常日志。

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

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

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