Compare commits
24 Commits
b7388615ed
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card0614
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0d28ad7a5e | ||
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0a960b737c | ||
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7bb5f8bacc | ||
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c0755b3b8d | ||
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acb038a70a | ||
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315a1a6af9 | ||
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5170b2d0dc | ||
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d8f02b568b |
@@ -1,9 +1,5 @@
|
||||
{
|
||||
"$schema": "https://json.schemastore.org/claude-code-settings.json",
|
||||
"statusLine": {
|
||||
"type": "command",
|
||||
"command": "bash .claude/statusline.sh"
|
||||
},
|
||||
"permissions": {
|
||||
"allow": [
|
||||
"Bash(git status*)",
|
||||
@@ -15,7 +11,11 @@
|
||||
"Bash(dir *)",
|
||||
"Bash(python -m json.tool*)",
|
||||
"Bash(python -m pytest*)",
|
||||
"Bash(py -m pytest*)"
|
||||
"Bash(py -m pytest*)",
|
||||
"WebSearch",
|
||||
"Bash(git add *)",
|
||||
"Bash(git commit *)",
|
||||
"Bash(npm install *)"
|
||||
],
|
||||
"deny": [
|
||||
"Bash(rm -rf *)",
|
||||
@@ -155,5 +155,9 @@
|
||||
]
|
||||
}
|
||||
]
|
||||
},
|
||||
"statusLine": {
|
||||
"type": "command",
|
||||
"command": "bash .claude/statusline.sh"
|
||||
}
|
||||
}
|
||||
|
||||
3
.gitignore
vendored
3
.gitignore
vendored
@@ -20,7 +20,8 @@ native
|
||||
# WebStorm
|
||||
#//////////////////////////
|
||||
.idea/
|
||||
extensions/
|
||||
extensions/*
|
||||
!extensions/pixelhero-config-editor/
|
||||
extensions/oops-plugin-framework
|
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# === IDE and Editor ===
|
||||
.vs/
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@@ -17,18 +17,25 @@
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|
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@@ -45,7 +52,196 @@
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@@ -59,6 +255,121 @@
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@@ -69,12 +380,12 @@
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@@ -95,9 +406,9 @@
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@@ -115,7 +426,7 @@
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@@ -21952,7 +21952,7 @@
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@@ -21967,7 +21967,10 @@
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@@ -22088,7 +22091,7 @@
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@@ -22103,7 +22106,10 @@
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@@ -22224,7 +22230,7 @@
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@@ -23029,7 +23050,7 @@
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@@ -23437,7 +23467,7 @@
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@@ -24117,7 +24162,7 @@
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@@ -24132,7 +24177,10 @@
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@@ -24253,7 +24301,7 @@
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@@ -24268,7 +24316,10 @@
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@@ -24389,7 +24440,7 @@
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@@ -24404,7 +24455,10 @@
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@@ -1,17 +1,17 @@
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@@ -69,65 +69,25 @@
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@@ -7,11 +7,11 @@
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575
assets/resources/game/skill/anm/rand.anim
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575
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339
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339
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Normal file
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13
assets/resources/game/skill/atk/f4.prefab.meta
Normal file
13
assets/resources/game/skill/atk/f4.prefab.meta
Normal file
@@ -0,0 +1,13 @@
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{
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"ver": "1.1.50",
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"__uuid__": "36b5c30d-a1d9-4bd5-b45e-63b26995d026",
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"fileId": "c2RDvksalG2acL3tyGCY0t"
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},
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"__type__": "57aabs7TE1J5obTAZczc+64",
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"__id__": 11
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},
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"atk_x": 10,
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@@ -298,7 +266,7 @@
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"__id__": 13
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},
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"enabledContactListener": true,
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"bullet": false,
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@@ -332,7 +300,7 @@
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},
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"_enabled": true,
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"__prefab": {
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"__id__": 17
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"__id__": 15
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},
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"tag": 0,
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"_group": 1,
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@@ -347,8 +315,8 @@
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"__type__": "cc.Size",
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"width": 50,
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"height": 50
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"width": 30,
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"height": 40
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},
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"_id": ""
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},
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13
assets/resources/game/skill/atk/h1.prefab.meta
Normal file
13
assets/resources/game/skill/atk/h1.prefab.meta
Normal file
@@ -0,0 +1,13 @@
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{
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"ver": "1.1.50",
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"importer": "prefab",
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"imported": true,
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"uuid": "3d10f3b3-def1-458c-bbf7-4714c092a665",
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"files": [
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".json"
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],
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"subMetas": {},
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"userData": {
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"syncNodeName": "h1"
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[
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"__type__": "cc.Prefab",
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"_name": "h2",
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"_native": "",
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"__uuid__": "36b5c30d-a1d9-4bd5-b45e-63b26995d026",
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20",
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@@ -225,8 +222,8 @@
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"__id__": 11
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"playOnLoad": true,
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"__id__": 11
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13
assets/resources/game/skill/atk/h2.prefab.meta
Normal file
13
assets/resources/game/skill/atk/h2.prefab.meta
Normal file
@@ -0,0 +1,13 @@
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{
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"importer": "prefab",
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"imported": true,
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"uuid": "903a7a25-8c55-4ba2-91bd-3adfbcd77aed",
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"files": [
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".json"
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],
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"subMetas": {},
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"height": 90
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"__type__": "cc.Vec2",
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@@ -173,7 +170,7 @@
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@@ -189,7 +186,7 @@
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"__uuid__": "36b5c30d-a1d9-4bd5-b45e-63b26995d026",
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20",
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"__expectedType__": "cc.SpriteAtlas"
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@@ -225,8 +222,8 @@
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"__type__": "cc.Size",
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"height": 40
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"__type__": "cc.Animation",
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13
assets/resources/game/skill/atk/h3.prefab.meta
Normal file
13
assets/resources/game/skill/atk/h3.prefab.meta
Normal file
@@ -0,0 +1,13 @@
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13
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Normal file
13
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Normal file
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339
assets/resources/game/skill/atk/h5.prefab
Normal file
339
assets/resources/game/skill/atk/h5.prefab
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"node": {
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},
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"_enabled": true,
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"__prefab": {
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"__id__": 49
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"__id__": 77
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||||
},
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"_contentSize": {
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"__type__": "cc.Size",
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@@ -856,11 +1172,11 @@
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"_objFlags": 0,
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"__editorExtras__": {},
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"node": {
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"__id__": 47
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},
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"_enabled": true,
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"__prefab": {
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"__id__": 51
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"__id__": 79
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||||
},
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"_customMaterial": null,
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"_srcBlendFactor": 2,
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@@ -943,14 +1259,14 @@
|
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"_active": false,
|
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"_components": [
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{
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"__id__": 54
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"__id__": 82
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},
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{
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"__id__": 56
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"__id__": 84
|
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}
|
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],
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"_prefab": {
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"__id__": 58
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"__id__": 86
|
||||
},
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"_lpos": {
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"__type__": "cc.Vec3",
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@@ -987,11 +1303,11 @@
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"_objFlags": 0,
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"__editorExtras__": {},
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"node": {
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"__id__": 53
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"__id__": 81
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},
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"_enabled": true,
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"__prefab": {
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"__id__": 55
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"__id__": 83
|
||||
},
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"_contentSize": {
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"__type__": "cc.Size",
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@@ -1015,11 +1331,11 @@
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"_objFlags": 0,
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"__editorExtras__": {},
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"node": {
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"__id__": 53
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},
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"_enabled": true,
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"__prefab": {
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"__id__": 57
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"__id__": 85
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},
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"_customMaterial": null,
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"_srcBlendFactor": 2,
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@@ -1100,7 +1416,7 @@
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},
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"_enabled": true,
|
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"__prefab": {
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"__id__": 60
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"__id__": 88
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},
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"_contentSize": {
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"__type__": "cc.Size",
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@@ -1128,7 +1444,7 @@
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},
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"_enabled": false,
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"__prefab": {
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"__id__": 62
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"__id__": 90
|
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},
|
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"_alignFlags": 40,
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"_target": null,
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@@ -1164,16 +1480,16 @@
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},
|
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"_enabled": true,
|
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"__prefab": {
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"__id__": 64
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"__id__": 92
|
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},
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"lbl_name": {
|
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"__id__": 44
|
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"__id__": 72
|
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},
|
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"lbl_info": {
|
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"__id__": 50
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"__id__": 78
|
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},
|
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"icon": {
|
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"__id__": 38
|
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"__id__": 66
|
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},
|
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"bg": null,
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"_id": ""
|
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@@ -1194,7 +1510,7 @@
|
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"instance": null,
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"targetOverrides": [
|
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{
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"__id__": 66
|
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"__id__": 94
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}
|
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],
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"nestedPrefabInstanceRoots": [
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@@ -1206,7 +1522,7 @@
|
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{
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"__type__": "cc.TargetOverrideInfo",
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"source": {
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"__id__": 63
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"__id__": 91
|
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},
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"sourceInfo": null,
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"propertyPath": [
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@@ -1216,7 +1532,7 @@
|
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"__id__": 2
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},
|
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"targetInfo": {
|
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"__id__": 67
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"__id__": 95
|
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}
|
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},
|
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{
|
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|
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@@ -271,8 +271,8 @@
|
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},
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"_contentSize": {
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"__type__": "cc.Size",
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"width": 218,
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"height": 218
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"width": 168,
|
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"height": 168
|
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},
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"_anchorPoint": {
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"__type__": "cc.Vec2",
|
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@@ -396,8 +396,8 @@
|
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},
|
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"_contentSize": {
|
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"__type__": "cc.Size",
|
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"width": 420,
|
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"height": 420
|
||||
"width": 320,
|
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"height": 320
|
||||
},
|
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"_anchorPoint": {
|
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"__type__": "cc.Vec2",
|
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@@ -1958,8 +1958,8 @@
|
||||
},
|
||||
"_contentSize": {
|
||||
"__type__": "cc.Size",
|
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"width": 100,
|
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"height": 100
|
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"width": 80,
|
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"height": 80
|
||||
},
|
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"_anchorPoint": {
|
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"__type__": "cc.Vec2",
|
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@@ -2892,8 +2892,8 @@
|
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},
|
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"_lscale": {
|
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"__type__": "cc.Vec3",
|
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"x": 0.9,
|
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"y": 0.9,
|
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"x": 0.6,
|
||||
"y": 0.6,
|
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"z": 1
|
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},
|
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"_mobility": 0,
|
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@@ -3062,8 +3062,8 @@
|
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},
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"_contentSize": {
|
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"__type__": "cc.Size",
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"width": 74,
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"height": 74
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"width": 55,
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"height": 55
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},
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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@@ -3111,7 +3111,7 @@
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"y": 0.5
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},
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"_fillStart": 0,
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"_fillRange": 0,
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"_fillRange": 1,
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"_isTrimmedMode": true,
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"_useGrayscale": false,
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"_atlas": {
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@@ -3138,10 +3138,10 @@
|
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},
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"_alignFlags": 45,
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"_target": null,
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"_left": 3,
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"_right": 3,
|
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"_top": 3,
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"_bottom": 3,
|
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"_left": 12.5,
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"_right": 12.5,
|
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"_top": 12.5,
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"_bottom": 12.5,
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"_horizontalCenter": 0,
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"_verticalCenter": 0,
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"_isAbsLeft": true,
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|
||||
@@ -155,6 +155,7 @@ export interface SkillConfig {
|
||||
bck?: number, // 额外击退概率
|
||||
buff_type?: Attrs, // Buff 类型 (单一职责)
|
||||
call_hero?: number, // 召唤技能召唤英雄id(可选)
|
||||
is_accel?: boolean, // 是否逐渐加速飞行
|
||||
info: string, // 技能描述
|
||||
}
|
||||
|
||||
@@ -170,6 +171,7 @@ export interface SkillOverrides {
|
||||
bck?: number;
|
||||
buff_type?: Attrs;
|
||||
call_hero?: number;
|
||||
is_accel?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -208,19 +210,19 @@ export const SkillSet: Record<number, SkillConfig> = {
|
||||
* 6010 箭矢黄 击晕取向
|
||||
**/
|
||||
6001: {
|
||||
uuid: 6001, name: "火球", sp_name: "atk_1", 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,
|
||||
RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
|
||||
uuid: 6001, name: "火球", sp_name: "a1", 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.linear, EType: EType.collision, info: "造成攻击力100%的伤害",
|
||||
},
|
||||
6002: {
|
||||
uuid: 6002, name: "紫烟", sp_name: "atk_2", icon: "Stat_Attack_01", 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.bezier, EType: EType.collision, info: "近战普通攻击技能",
|
||||
RType: RType.linear, EType: EType.collision, info: "近战普通攻击技能",
|
||||
},
|
||||
6003: {
|
||||
uuid: 6003, name: "白球", sp_name: "atk_3", icon: "Stat_Attack_01", 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.bezier, EType: EType.collision, info: "一定几率暴击",
|
||||
RType: RType.linear, EType: EType.collision, info: "一定几率暴击",
|
||||
},
|
||||
|
||||
6008: {
|
||||
|
||||
@@ -198,30 +198,30 @@ export interface HeroEvolve {
|
||||
|
||||
export const HeroInfo: Record<number, heroInfo> = {
|
||||
// ========== atked 类(战士 · 自身强化) ==========
|
||||
5011:{uuid:5011,name:"小铁卫",path:"hk1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Melee,hp:400,ap:20,
|
||||
5011:{uuid:5011,name:"小铁卫",path:"hk1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Melee,hp:300,ap:28,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}},
|
||||
atked:[{s_uuid:6301,t_num:3,overrides:{TGroup:TGroup.Self,ap:4}}],
|
||||
info:"每受击3次为自身添加4层护盾"},
|
||||
5012:{uuid:5012,name:"不死小强",path:"hk2", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Melee,hp:350,ap:25,
|
||||
5012:{uuid:5012,name:"不死小强",path:"hk2", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Melee,hp:600,ap:57,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}},
|
||||
atked:[{s_uuid:6302,t_num:3,overrides:{TGroup:TGroup.Self,ap:250}}],
|
||||
info:"每受击3次为自身回复攻击力250%的生命值"},
|
||||
5013:{uuid:5013,name:"铁骨头",path:"hk3", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Melee,hp:300,ap:20,
|
||||
5013:{uuid:5013,name:"铁骨头",path:"hk3", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Melee,hp:600,ap:57,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}},
|
||||
atked:[{s_uuid:6402,t_num:5,overrides:{TGroup:TGroup.Self,ap:100}}],
|
||||
info:"每受击5次永久提升自身最大生命值100点"},
|
||||
5014:{uuid:5014,name:"怒火武者",path:"hk4", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Melee,hp:320,ap:30,
|
||||
5014:{uuid:5014,name:"怒火武者",path:"hk4", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Melee,hp:900,ap:85,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow1].cd,ccd:0}},
|
||||
atked:[{s_uuid:6401,t_num:3,overrides:{TGroup:TGroup.Self,ap:12}}],
|
||||
info:"每受击3次永久提升自身攻击力12点"},
|
||||
5015:{uuid:5015,name:"血刃武者",path:"hk5", fac:FacSet.HERO,pool_lv:4,lv:1,type:HType.Melee,hp:450,ap:35,
|
||||
5015:{uuid:5015,name:"血刃武者",path:"hk5", fac:FacSet.HERO,pool_lv:4,lv:1,type:HType.Melee,hp:1200,ap:113,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}},
|
||||
atked:[
|
||||
{s_uuid:6301,t_num:3,overrides:{TGroup:TGroup.Self,ap:3}},
|
||||
{s_uuid:6401,t_num:5,overrides:{TGroup:TGroup.Self,ap:15}}
|
||||
],
|
||||
info:"每受击3次加3层护盾,每受击5次永久+15攻击力"},
|
||||
5016:{uuid:5016,name:"狂血战士",path:"hc1", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Melee,hp:380,ap:45,
|
||||
5016:{uuid:5016,name:"狂血战士",path:"hc1", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Melee,hp:1500,ap:142,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}},
|
||||
atked:[
|
||||
{s_uuid:6401,t_num:3,overrides:{TGroup:TGroup.Self,ap:10}},
|
||||
@@ -230,18 +230,18 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
info:"每受击3次永久+10攻击力,每受击5次永久+15%暴击率"},
|
||||
|
||||
// ========== atking 类 — 刺客(自身强化) ==========
|
||||
5021:{uuid:5021,name:"小刺客",path:"hc1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Melee,hp:200,ap:40,
|
||||
5021:{uuid:5021,name:"小刺客",path:"hc1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Melee,hp:300,ap:28,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Fast2].cd,ccd:0}},
|
||||
atking:[{s_uuid:6401,t_num:5,overrides:{TGroup:TGroup.Self,ap:8}}],
|
||||
info:"每攻击5次永久提升自身攻击力8点"},
|
||||
5022:{uuid:5022,name:"嗜血剑客",path:"hc2", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Melee,hp:240,ap:60,
|
||||
5022:{uuid:5022,name:"嗜血剑客",path:"hc2", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Melee,hp:900,ap:85,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Fast2].cd,ccd:0}},
|
||||
atking:[
|
||||
{s_uuid:6403,t_num:5,overrides:{TGroup:TGroup.Self,ap:10}},
|
||||
{s_uuid:6401,t_num:7,overrides:{TGroup:TGroup.Self,ap:12}}
|
||||
],
|
||||
info:"每攻击5次永久+10%暴击率,每攻击7次永久+12攻击力"},
|
||||
5023:{uuid:5023,name:"暗影杀手",path:"hc3", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Melee,hp:280,ap:85,
|
||||
5023:{uuid:5023,name:"暗影杀手",path:"hc3", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Melee,hp:1500,ap:142,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Fast1].cd,ccd:0}},
|
||||
atking:[
|
||||
{s_uuid:6403,t_num:5,overrides:{TGroup:TGroup.Self,ap:10}},
|
||||
@@ -250,15 +250,15 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
info:"每攻击5次永久+10%暴击率,每攻击7次永久+15%暴伤"},
|
||||
|
||||
// ========== atking 类 — 射手(队友强化,hit_count 控制目标数) ==========
|
||||
5031:{uuid:5031,name:"援护弓手",path:"ha1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Long,hp:160,ap:45,
|
||||
5031:{uuid:5031,name:"援护弓手",path:"ha1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Long,hp:143,ap:40,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal2].cd,ccd:0}},
|
||||
atking:[{s_uuid:6401,t_num:5,overrides:{TGroup:TGroup.Team,hit_count:1,ap:8}}],
|
||||
info:"每攻击5次为随机1名队友永久提升攻击力8点"},
|
||||
5032:{uuid:5032,name:"战术弓手",path:"ha2", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Long,hp:190,ap:60,
|
||||
5032:{uuid:5032,name:"战术弓手",path:"ha2", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Long,hp:430,ap:120,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal1].cd,ccd:0}},
|
||||
atking:[{s_uuid:6403,t_num:5,overrides:{TGroup:TGroup.Team,hit_count:3,ap:10}}],
|
||||
info:"每攻击5次为随机3名队友永久提升暴击率10%"},
|
||||
5033:{uuid:5033,name:"鹰眼弓将",path:"ha3", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Long,hp:220,ap:75,
|
||||
5033:{uuid:5033,name:"鹰眼弓将",path:"ha3", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Long,hp:717,ap:200,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Fast3].cd,ccd:0}},
|
||||
atking:[
|
||||
{s_uuid:6401,t_num:5,overrides:{TGroup:TGroup.Team,hit_count:6,ap:8}},
|
||||
@@ -267,11 +267,11 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
info:"每攻击5次为随机6名队友永久+8攻击力,每攻击7次永久+12%暴伤"},
|
||||
|
||||
// ========== dead 类(战士+刺客 · 死亡遗产) ==========
|
||||
5041:{uuid:5041,name:"殉道卫士",path:"hk1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Melee,hp:300,ap:25,
|
||||
5041:{uuid:5041,name:"殉道卫士",path:"hk1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Melee,hp:300,ap:28,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}},
|
||||
dead:[{s_uuid:6301,t_num:1,overrides:{TGroup:TGroup.Team,ap:3}}],
|
||||
info:"死亡时为全队添加3层护盾"},
|
||||
5042:{uuid:5042,name:"遗志将军",path:"hk2", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Melee,hp:350,ap:30,
|
||||
5042:{uuid:5042,name:"遗志将军",path:"hk2", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Melee,hp:600,ap:57,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}},
|
||||
dead:[
|
||||
{s_uuid:6401,t_num:1,overrides:{TGroup:TGroup.Team,ap:20}},
|
||||
@@ -279,18 +279,18 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
],
|
||||
revive:{s_uuid:6501,r_num:1,upr:0.3},
|
||||
info:"死亡时全队永久+20攻击力、+80最大生命值,死后复活一次"},
|
||||
5043:{uuid:5043,name:"亡魂刺客",path:"hc1", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Melee,hp:220,ap:50,
|
||||
5043:{uuid:5043,name:"亡魂刺客",path:"hc1", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Melee,hp:900,ap:85,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal1].cd,ccd:0}},
|
||||
dead:[{s_uuid:6405,t_num:1,overrides:{TGroup:TGroup.Team,ap:15}}],
|
||||
info:"死亡时全队永久提升击晕概率15%"},
|
||||
5044:{uuid:5044,name:"血誓剑客",path:"hc2", fac:FacSet.HERO,pool_lv:4,lv:1,type:HType.Melee,hp:250,ap:65,
|
||||
5044:{uuid:5044,name:"血誓剑客",path:"hc2", fac:FacSet.HERO,pool_lv:4,lv:1,type:HType.Melee,hp:1200,ap:113,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Fast3].cd,ccd:0}},
|
||||
dead:[
|
||||
{s_uuid:6403,t_num:1,overrides:{TGroup:TGroup.Team,ap:15}},
|
||||
{s_uuid:6404,t_num:1,overrides:{TGroup:TGroup.Team,ap:20}}
|
||||
],
|
||||
info:"死亡时全队永久+15%暴击率、+20%暴伤"},
|
||||
5045:{uuid:5045,name:"不灭战魂",path:"hk3", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Melee,hp:420,ap:40,
|
||||
5045:{uuid:5045,name:"不灭战魂",path:"hk3", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Melee,hp:1500,ap:142,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}},
|
||||
dead:[
|
||||
{s_uuid:6301,t_num:1,overrides:{TGroup:TGroup.Team,ap:5}},
|
||||
@@ -301,30 +301,30 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
info:"死亡时全队获得5层护盾、永久+30攻击力、永久+120最大生命值,死后复活一次"},
|
||||
|
||||
// ========== fstart 类(法师 · 战前增益) ==========
|
||||
5051:{uuid:5051,name:"占卜师",path:"hm1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Long,hp:140,ap:35,
|
||||
5051:{uuid:5051,name:"占卜师",path:"hm1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Long,hp:143,ap:40,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Mid3].cd,ccd:0}},
|
||||
fstart:[{s_uuid:6401,t_num:1,overrides:{TGroup:TGroup.Team,ap:15}}],
|
||||
info:"战斗开始时为全队永久提升攻击力15点"},
|
||||
5052:{uuid:5052,name:"护盾牧师",path:"hm2", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Long,hp:150,ap:40,
|
||||
5052:{uuid:5052,name:"护盾牧师",path:"hm2", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Long,hp:287,ap:80,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow1].cd,ccd:0}},
|
||||
fstart:[{s_uuid:6301,t_num:1,overrides:{TGroup:TGroup.Team,ap:2}}],
|
||||
info:"战斗开始时为全队添加2层护盾"},
|
||||
5053:{uuid:5053,name:"血盟法师",path:"hm3", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Long,hp:160,ap:45,
|
||||
5053:{uuid:5053,name:"血盟法师",path:"hm3", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Long,hp:287,ap:80,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Mid2].cd,ccd:0}},
|
||||
fstart:[{s_uuid:6402,t_num:1,overrides:{TGroup:TGroup.Team,ap:100}}],
|
||||
info:"战斗开始时为全队永久提升最大生命值100点"},
|
||||
5054:{uuid:5054,name:"暴击法师",path:"hm4", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Long,hp:170,ap:55,
|
||||
5054:{uuid:5054,name:"暴击法师",path:"hm4", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Long,hp:430,ap:120,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Mid3].cd,ccd:0}},
|
||||
fstart:[{s_uuid:6403,t_num:1,overrides:{TGroup:TGroup.Team,ap:20}}],
|
||||
info:"战斗开始时为全队永久提升暴击率20%"},
|
||||
5055:{uuid:5055,name:"毁灭法师",path:"hm5", fac:FacSet.HERO,pool_lv:4,lv:1,type:HType.Long,hp:185,ap:65,
|
||||
5055:{uuid:5055,name:"毁灭法师",path:"hm5", fac:FacSet.HERO,pool_lv:4,lv:1,type:HType.Long,hp:573,ap:160,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Mid1].cd,ccd:0}},
|
||||
fstart:[
|
||||
{s_uuid:6404,t_num:1,overrides:{TGroup:TGroup.Team,ap:25}},
|
||||
{s_uuid:6401,t_num:1,overrides:{TGroup:TGroup.Team,ap:20}}
|
||||
],
|
||||
info:"战斗开始时为全队永久+25%暴伤、+20攻击力"},
|
||||
5056:{uuid:5056,name:"预言法师",path:"hm6", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Long,hp:200,ap:70,
|
||||
5056:{uuid:5056,name:"预言法师",path:"hm6", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Long,hp:717,ap:200,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal3].cd,ccd:0}},
|
||||
fstart:[
|
||||
{s_uuid:6405,t_num:1,overrides:{TGroup:TGroup.Team,ap:20}},
|
||||
@@ -334,32 +334,32 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
info:"战斗开始时为全队永久+20%击晕概率、+15%暴击率、+20%暴伤"},
|
||||
|
||||
// ========== field 类(法师 · 驻场光环) ==========
|
||||
5061:{uuid:5061,name:"亡语法师",path:"hm1", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Long,hp:160,ap:50,
|
||||
5061:{uuid:5061,name:"亡语法师",path:"hm1", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Long,hp:430,ap:120,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Mid2].cd,ccd:0}},
|
||||
field:[7015],
|
||||
info:"驻场期间全队死亡触发技能次数+1,死亡后光环消失"},
|
||||
|
||||
// ========== fend + atking 类(辅助 · 治疗续航 + 波次增益) ==========
|
||||
5071:{uuid:5071,name:"治愈牧师",path:"hh1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Long,hp:130,ap:40,
|
||||
5071:{uuid:5071,name:"治愈牧师",path:"hh1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Long,hp:143,ap:40,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal3].cd,ccd:0}},
|
||||
atking:[{s_uuid:6302,t_num:5,overrides:{TGroup:TGroup.Team,ap:200}}],
|
||||
info:"每攻击5次治疗全队200%AP"},
|
||||
5072:{uuid:5072,name:"小金库",path:"hh2", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Long,hp:140,ap:35,
|
||||
5072:{uuid:5072,name:"小金库",path:"hh2", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Long,hp:287,ap:80,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Mid1].cd,ccd:0}},
|
||||
atking:[{s_uuid:6302,t_num:5,overrides:{TGroup:TGroup.Team,ap:200}}],
|
||||
fend:[{s_uuid:6303,t_num:1,overrides:{gold:1}}],
|
||||
info:"每攻击5次治疗全队,每波结束获得1金币"},
|
||||
5073:{uuid:5073,name:"强化牧师",path:"hh3", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Long,hp:150,ap:45,
|
||||
5073:{uuid:5073,name:"强化牧师",path:"hh3", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Long,hp:430,ap:120,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal3].cd,ccd:0}},
|
||||
atking:[{s_uuid:6302,t_num:5,overrides:{TGroup:TGroup.Team,ap:250}}],
|
||||
fend:[{s_uuid:6401,t_num:1,overrides:{TGroup:TGroup.Team,ap:10}}],
|
||||
info:"每攻击5次治疗全队,每波结束全队永久+10攻击力"},
|
||||
5074:{uuid:5074,name:"生命牧师",path:"hh4", fac:FacSet.HERO,pool_lv:4,lv:1,type:HType.Long,hp:160,ap:50,
|
||||
5074:{uuid:5074,name:"生命牧师",path:"hh4", fac:FacSet.HERO,pool_lv:4,lv:1,type:HType.Long,hp:573,ap:160,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal3].cd,ccd:0}},
|
||||
atking:[{s_uuid:6302,t_num:5,overrides:{TGroup:TGroup.Team,ap:250}}],
|
||||
fend:[{s_uuid:6402,t_num:1,overrides:{TGroup:TGroup.Team,ap:80}}],
|
||||
info:"每攻击5次治疗全队,每波结束全队永久+80最大生命值"},
|
||||
5075:{uuid:5075,name:"全能牧师",path:"hh5", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Long,hp:180,ap:55,
|
||||
5075:{uuid:5075,name:"全能牧师",path:"hh5", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Long,hp:717,ap:200,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal2].cd,ccd:0}},
|
||||
atking:[{s_uuid:6302,t_num:5,overrides:{TGroup:TGroup.Team,ap:300}}],
|
||||
fend:[
|
||||
@@ -381,40 +381,40 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
*/
|
||||
|
||||
|
||||
// 基础怪物 (全部远程攻击,HType仅决定站位)
|
||||
// 近战位怪物 (站在前排,承受更多伤害) — v5: TD节奏CD,多而弱爽感设计
|
||||
// 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 (站在前排,承受更多伤害) — v5: TD节奏CD,多而弱爽感设计
|
||||
6001:{uuid:6001,name:"兽人战士",path:"m1", fac:FacSet.MON,lv:1,type:HType.Melee,hp:220,ap:10,speed:70,
|
||||
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"基础近战位怪"},
|
||||
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"基础前排怪"},
|
||||
6002:{uuid:6002,name:"兽人精锐战士",path:"m2", fac:FacSet.MON,lv:1,type:HType.Melee,hp:300,ap:14,speed:110,
|
||||
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"进阶近战位怪,更快更痛"},
|
||||
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].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,hp:850,ap:20,speed:50,
|
||||
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"重型坦克怪,高HP慢攻"},
|
||||
// 远程位怪物 (站在后排,输出更高)
|
||||
// 后排怪物 (站在后排,输出更高)
|
||||
6004:{uuid:6004,name:"兽人射手",path:"m4", fac:FacSet.MON,lv:1,type:HType.Long,hp:190,ap:35,speed:70,
|
||||
skills:{6008:{uuid:6008,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"远程高DPS怪"},
|
||||
skills:{6008:{uuid:6008,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"后排高DPS怪"},
|
||||
6005:{uuid:6005,name:"兽人刺客",path:"m5", fac:FacSet.MON,lv:1,type:HType.Long,hp:210,ap:38,speed:130,
|
||||
skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"高AP快速攻击刺客"},
|
||||
// 特殊位怪物
|
||||
6006:{uuid:6006,name:"骷髅领主",path:"m6", fac:FacSet.MON,lv:1,type:HType.Melee,hp:5000,ap:20,speed:60,
|
||||
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"MiniBoss级坦克"},
|
||||
6007:{uuid:6007,name:"兽人术士",path:"m7", fac:FacSet.MON,lv:1,type:HType.Melee,hp:300,ap:24,speed:70,
|
||||
skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"法师怪,远程魔法攻击"},
|
||||
6008:{uuid:6008,name:"兽人火法",path:"m8", fac:FacSet.MON,lv:1,type:HType.Melee,hp:270,ap:32,speed:70,
|
||||
skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"高输出法师怪"},
|
||||
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].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,hp:300,ap:24,speed:70,
|
||||
skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"后排法师怪,魔法攻击"},
|
||||
6008:{uuid:6008,name:"兽人火法",path:"m8", fac:FacSet.MON,lv:1,type:HType.Long,hp:270,ap:32,speed:70,
|
||||
skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"后排高输出法师怪"},
|
||||
|
||||
// BOSS怪物 — Boss节奏1.2-1.5s,删除不存在的6206技能
|
||||
6101:{uuid:6101,name:"兽人首领-双刀战士",path:"mb1", fac:FacSet.MON,lv:6,type:HType.Long,hp:1900,ap:30,speed:120,
|
||||
skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"远程Boss,高攻速"},
|
||||
6101:{uuid:6101,name:"兽人首领-双刀战士",path:"mb1", fac:FacSet.MON,lv:6,type:HType.Melee,hp:1900,ap:30,speed:120,
|
||||
skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"前排Boss,高攻速"},
|
||||
6102:{uuid:6102,name:"兽人首领-斧头战士",path:"mb2", fac:FacSet.MON,lv:6,type:HType.Melee,hp:7500,ap:26,speed:60,
|
||||
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"近战Boss,超高HP"},
|
||||
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].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,hp:2250,ap:38,speed:110,
|
||||
skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"远程法系Boss,高AP"},
|
||||
6104:{uuid:6104,name:"兽人首领-射手",path:"mb4", fac:FacSet.MON,lv:6,type:HType.Melee,hp:6800,ap:30,speed:70,
|
||||
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"近战位Boss,均衡型"},
|
||||
skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"后排法系Boss,高AP"},
|
||||
6104:{uuid:6104,name:"兽人首领-射手",path:"mb4", fac:FacSet.MON,lv:6,type:HType.Long,hp:6800,ap:30,speed:70,
|
||||
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].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,hp:2600,ap:42,speed:110,
|
||||
skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"远程高AP Boss"},
|
||||
skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].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,hp:9000,ap:26,speed:130,
|
||||
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"终极Boss,最高HP+高速"},
|
||||
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"前排终极Boss,最高HP+高速"},
|
||||
|
||||
|
||||
};
|
||||
|
||||
@@ -856,11 +856,6 @@ export class MissionComp extends CCComp {
|
||||
// 怪物全灭检测:如果战斗阶段场上没有任何活着的怪物,且待刷新的怪物队列也为空,直接结束战斗进入下一波的准备阶段
|
||||
const pendingCount = smc.vmdata.mission_data.pending_mon_num || 0;
|
||||
if (monsterCount === 0 && pendingCount === 0 && smc.mission.play && !smc.mission.pause && this.currentPhase === MissionPhase.Battle) {
|
||||
let heroesAliveRatio = heroCount / 6.0; // 假设最大 6 个站位,或者直接基于存活数算比例
|
||||
// 如果能获取当前已部署英雄数最好,这里简化处理,大于 4 个就算高存活
|
||||
heroesAliveRatio = Math.min(1.0, heroCount / 4.0);
|
||||
spawningEngine.updateAdaptive(heroesAliveRatio, this.clearTime);
|
||||
|
||||
if (this.currentWave >= 15) {
|
||||
// 15 波通关
|
||||
this.open_Victory(null, false);
|
||||
|
||||
@@ -3,27 +3,13 @@
|
||||
* @description 怪物(Monster)波次刷新管理组件(逻辑层)
|
||||
*
|
||||
* 职责:
|
||||
* 1. 管理每一波怪物的 **生成计划**:根据 WaveSlotConfig 生成怪物。
|
||||
* 2. 处理特殊插队刷怪请求(MonQueue),优先于常规刷新。
|
||||
* 3. 自动推进波次:当前波所有怪物被清除后自动进入下一波。
|
||||
* 1. 管理每一波怪物的生成计划:根据 RogueConfig 生成怪物。
|
||||
* 2. 自动推进波次:在准备阶段结束时(PhasePrepareEnd)统一刷出怪物。
|
||||
*
|
||||
* 关键设计:
|
||||
* - 突破 5 槽限制,怪物按刷怪顺序依次从 X=280 开始向右(每隔 50)排布。
|
||||
* - 6 条刷怪线:在三路 Y 轴范围内随机偏移,实现 6 路进军。
|
||||
* - resetSlotSpawnData(wave) 在每波开始时读取配置,分配并立即生成所有怪物。
|
||||
* - 去除跨波 HP 继承,上一波残留怪在波次结束/开始时销毁。
|
||||
*
|
||||
* 怪物属性计算公式:
|
||||
* ap = floor((base_ap + stage × grow_ap) × SpawnPowerBias)
|
||||
* hp = floor((base_hp + stage × grow_hp) × SpawnPowerBias)
|
||||
* 其中 stage = currentWave - 1
|
||||
*
|
||||
* 依赖:
|
||||
* - RogueConfig —— 怪物类型、成长值、波次配置
|
||||
* - Monster(hero/Mon.ts)—— 怪物 ECS 实体类
|
||||
* - HeroInfo(heroSet)—— 怪物基础属性配置(与英雄共用配置)
|
||||
* - HeroAttrsComp / MonMoveComp —— 怪物属性和移动组件
|
||||
* - BoxSet.GAME_LINE —— 地面基准 Y 坐标
|
||||
* - 采用 12 个硬编码的网格位置点 (MON_POSITIONS,3行x4列)
|
||||
* - 每次生成最多 12 个怪物,固定在位置点。
|
||||
* - 上一波残留怪在波次结束/开始时统一清理。
|
||||
*/
|
||||
import { _decorator, v3, Vec3 } from "cc";
|
||||
import { mLogger } from "../common/Logger";
|
||||
@@ -31,21 +17,15 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
|
||||
import { Monster } from "../hero/Mon";
|
||||
import { HeroInfo, HType } from "../common/config/heroSet";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import {BoxSet, FacSet } from "../common/config/GameSet";
|
||||
import { spawningEngine, GeneratedMonster, AffixType, MonType, MonList, TestModeConfig } from "./RogueConfig";
|
||||
import { BoxSet, FacSet } from "../common/config/GameSet";
|
||||
import { spawningEngine, GeneratedMonster, TestModeConfig } from "./RogueConfig";
|
||||
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
|
||||
import { MonMoveComp } from "../hero/MonMoveComp";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/**
|
||||
* MissionMonCompComp —— 怪物波次刷新管理器
|
||||
*
|
||||
* 每波开始时根据 WaveSlotConfig 配置生成怪物,
|
||||
* 战斗中监控数量,所有怪物消灭后自动推进到下一波。
|
||||
*/
|
||||
@ccclass('MissionMonCompComp')
|
||||
@ecs.register('MissionMonComp', false)
|
||||
export class MissionMonCompComp extends CCComp {
|
||||
@@ -81,83 +61,32 @@ export class MissionMonCompComp extends CCComp {
|
||||
@property({ tooltip: "是否启用调试日志" })
|
||||
private debugMode: boolean = false;
|
||||
|
||||
// ======================== 插队刷怪队列 ========================
|
||||
|
||||
/**
|
||||
* 刷怪队列(优先于常规配置处理):
|
||||
* 用于插队生成(如运营活动怪、技能召唤怪、剧情强制怪)。
|
||||
*/
|
||||
private MonQueue: Array<{
|
||||
/** 怪物 UUID */
|
||||
uuid: number,
|
||||
/** 怪物等级 */
|
||||
level: number,
|
||||
/** 飞行层 */
|
||||
flyLane: number,
|
||||
}> = [];
|
||||
|
||||
// ======================== 运行时状态 ========================
|
||||
|
||||
/** 全局生成顺序计数器(用于渲染层级排序) */
|
||||
private globalSpawnOrder: number = 0;
|
||||
/** 插队刷怪处理计时器 */
|
||||
private queueTimer: number = 0;
|
||||
/** 当前波数 */
|
||||
private currentWave: number = 0;
|
||||
/** 当前波的目标怪物总数 */
|
||||
private waveTargetCount: number = 0;
|
||||
/** 当前波已生成的怪物数量 */
|
||||
private waveSpawnedCount: number = 0;
|
||||
/** 等待生成的怪物队列(由新肉鸽引擎提供) */
|
||||
/** 等待生成的怪物队列 */
|
||||
private pendingMonsters: GeneratedMonster[] = [];
|
||||
|
||||
// ======================== 生命周期 ========================
|
||||
|
||||
onLoad(){
|
||||
this.on(GameEvent.FightReady,this.fight_ready,this)
|
||||
this.on("SpawnSpecialMonster", this.onSpawnSpecialMonster, this);
|
||||
onLoad() {
|
||||
this.on(GameEvent.FightReady, this.fight_ready, this);
|
||||
this.on("PhasePrepareEnd", this.onPhasePrepareEnd, this);
|
||||
this.on("TimeUpAdvanceWave", this.onTimeUpAdvanceWave, this);
|
||||
}
|
||||
|
||||
/**
|
||||
* 帧更新:
|
||||
* 1. 检查游戏是否运行中。
|
||||
* 2. 处理插队刷怪队列。
|
||||
* 3. 逐步从 pendingMonsters 队列中生成怪物(受 stop_spawn_mon 限制)。
|
||||
*/
|
||||
protected update(dt: number): void {
|
||||
smc.vmdata.mission_data.pending_mon_num = this.pendingMonsters.length;
|
||||
|
||||
if(!smc.mission.play) return
|
||||
if(smc.mission.pause) return
|
||||
if(smc.mission.stop_mon_action) return;
|
||||
if(!smc.mission.in_fight) return;
|
||||
|
||||
this.updateSpecialQueue(dt);
|
||||
}
|
||||
|
||||
// ======================== 事件处理 ========================
|
||||
|
||||
/**
|
||||
* 接收特殊刷怪事件并入队。
|
||||
* @param event 事件名
|
||||
* @param args { uuid: number, level: number, flyLane?: number }
|
||||
*/
|
||||
private onSpawnSpecialMonster(event: string, args: any) {
|
||||
if (!args) return;
|
||||
mLogger.log(this.debugMode, 'MissionMonComp', `[MissionMonComp] 收到特殊刷怪指令:`, args);
|
||||
this.MonQueue.push({
|
||||
uuid: args.uuid,
|
||||
level: args.level,
|
||||
flyLane: args.flyLane || 0
|
||||
});
|
||||
// 加速队列消费
|
||||
this.queueTimer = 1.0;
|
||||
}
|
||||
|
||||
start() {
|
||||
}
|
||||
start() {}
|
||||
|
||||
private setupWaveData(monsters: GeneratedMonster[]) {
|
||||
this.pendingMonsters = monsters.slice(0, MissionMonCompComp.MAX_MONSTERS);
|
||||
@@ -166,9 +95,7 @@ export class MissionMonCompComp extends CCComp {
|
||||
|
||||
let hasBoss = monsters.some(m => m.isBoss);
|
||||
|
||||
console.log(`[MissionMonComp] 波次 ${this.currentWave} 生成怪物总数: ${this.waveTargetCount}`);
|
||||
const uuids = monsters.map(m => m.uuid);
|
||||
console.log(`[MissionMonComp] 波次 ${this.currentWave} 怪物 UUID 列表:`, uuids);
|
||||
mLogger.log(this.debugMode, 'MissionMonComp', `[MissionMonComp] 波次 ${this.currentWave} 生成怪物总数: ${this.waveTargetCount}`);
|
||||
|
||||
oops.message.dispatchEvent(GameEvent.NewWave, {
|
||||
wave: this.currentWave,
|
||||
@@ -180,81 +107,41 @@ export class MissionMonCompComp extends CCComp {
|
||||
/**
|
||||
* 战斗准备:重置所有运行时状态并开始第一波。
|
||||
*/
|
||||
fight_ready(){
|
||||
smc.vmdata.mission_data.mon_num=0
|
||||
smc.mission.stop_spawn_mon = false
|
||||
this.globalSpawnOrder = 0
|
||||
this.queueTimer = 0
|
||||
this.currentWave = 1
|
||||
this.waveTargetCount = 0
|
||||
this.waveSpawnedCount = 0
|
||||
this.MonQueue = []
|
||||
this.pendingMonsters = []
|
||||
fight_ready() {
|
||||
smc.vmdata.mission_data.mon_num = 0;
|
||||
smc.mission.stop_spawn_mon = false;
|
||||
this.globalSpawnOrder = 0;
|
||||
this.currentWave = 1;
|
||||
this.waveTargetCount = 0;
|
||||
this.waveSpawnedCount = 0;
|
||||
this.pendingMonsters = [];
|
||||
|
||||
// 预生成第一波数据以获取数量和 Boss 信息
|
||||
const monsters = spawningEngine.generateWave(this.currentWave);
|
||||
this.setupWaveData(monsters);
|
||||
|
||||
// 如果处于测试模式,英雄也需要限制为只产出一个,这部分通知可以配合使用
|
||||
if (TestModeConfig.enable) {
|
||||
mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] 测试模式已开启:每波仅生成1只基准怪物");
|
||||
mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] 测试模式已开启");
|
||||
}
|
||||
|
||||
mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] Starting Wave System");
|
||||
}
|
||||
|
||||
// ======================== 插队刷怪 ========================
|
||||
|
||||
/**
|
||||
* 处理插队刷怪队列(每 0.15 秒尝试消费一个):
|
||||
* 1. 找到后从队列中移除并生成怪物。
|
||||
*/
|
||||
private updateSpecialQueue(dt: number) {
|
||||
if (this.MonQueue.length <= 0) return;
|
||||
this.queueTimer += dt;
|
||||
if (this.queueTimer < 0.15) return;
|
||||
|
||||
const item = this.MonQueue.shift()!;
|
||||
this.queueTimer = 0;
|
||||
|
||||
const isBoss = MonList[MonType.MeleeBoss].includes(item.uuid) ||
|
||||
MonList[MonType.LongBoss].includes(item.uuid);
|
||||
|
||||
const spawnIndex = this.waveSpawnedCount++;
|
||||
const targetPosIndex = spawnIndex % MissionMonCompComp.MAX_MONSTERS;
|
||||
|
||||
// 构造一个模拟的 GeneratedMonster 数据传递给 addMonsterAtGrid
|
||||
const base = HeroInfo[item.uuid];
|
||||
const monData: GeneratedMonster = {
|
||||
uuid: item.uuid,
|
||||
type: MonType.Melee, // 简化的兜底,真实逻辑依赖 heroSet 配置
|
||||
hp: base ? base.hp : 100,
|
||||
ap: base ? base.ap : 10,
|
||||
affixes: [],
|
||||
isBoss: isBoss,
|
||||
spawnIndex: 0
|
||||
};
|
||||
this.addMonsterAtGrid(targetPosIndex, monData, item.level);
|
||||
}
|
||||
|
||||
// ======================== 波次管理 ========================
|
||||
|
||||
/**
|
||||
* 开始下一波:
|
||||
* 1. 波数 +1 并更新全局数据。
|
||||
* 2. 分发 NewWave 事件(实际的生成在 resetSlotSpawnData 中触发)。
|
||||
* 开始下一波:波数 +1 并预生成数据
|
||||
*/
|
||||
private onTimeUpAdvanceWave() {
|
||||
this.currentWave += 1;
|
||||
smc.vmdata.mission_data.level = this.currentWave;
|
||||
|
||||
// 预生成新一波数据以获取数量和 Boss 信息
|
||||
const monsters = spawningEngine.generateWave(this.currentWave);
|
||||
this.setupWaveData(monsters);
|
||||
}
|
||||
|
||||
private onPhasePrepareEnd() {
|
||||
this.resetSlotSpawnData(this.currentWave);
|
||||
this.resetSlotSpawnData();
|
||||
|
||||
// 准备结束阶段,立即刷出本波所有怪物
|
||||
if (this.pendingMonsters.length > 0) {
|
||||
@@ -262,11 +149,9 @@ export class MissionMonCompComp extends CCComp {
|
||||
for (let i = 0; i < count; i++) {
|
||||
const monData = this.pendingMonsters.shift()!;
|
||||
const targetPosIndex = this.waveSpawnedCount % MissionMonCompComp.MAX_MONSTERS;
|
||||
console.log(`[MissionMonComp] [PhasePrepareEnd] 准备生成怪物 UUID=${monData.uuid}, 当前已生成数量=${this.waveSpawnedCount}`);
|
||||
this.addMonsterAtGrid(targetPosIndex, monData);
|
||||
this.addMonsterAtGrid(targetPosIndex, monData, this.currentWave);
|
||||
this.waveSpawnedCount++;
|
||||
}
|
||||
// 生成完毕后清空 pendingMonsters
|
||||
this.pendingMonsters = [];
|
||||
}
|
||||
}
|
||||
@@ -274,14 +159,9 @@ export class MissionMonCompComp extends CCComp {
|
||||
// ======================== 槽位管理 ========================
|
||||
|
||||
/**
|
||||
* 重新分配本波所有怪物状态:
|
||||
* 1. 清理上一波残留怪物。
|
||||
* 2. pendingMonsters 已在 onTimeUpAdvanceWave / fight_ready 中准备好。
|
||||
*
|
||||
* @param wave 当前波数
|
||||
* 清理上一波残留怪物,并重置生成计数
|
||||
*/
|
||||
private resetSlotSpawnData(wave: number = 1) {
|
||||
// 1. 清理上一波残留怪物
|
||||
private resetSlotSpawnData() {
|
||||
ecs.query(ecs.allOf(HeroAttrsComp)).forEach(e => {
|
||||
const attrs = e.get(HeroAttrsComp);
|
||||
if (attrs && attrs.fac === FacSet.MON && !attrs.is_dead) {
|
||||
@@ -289,18 +169,13 @@ export class MissionMonCompComp extends CCComp {
|
||||
}
|
||||
});
|
||||
|
||||
// 2. 重置排号索引
|
||||
this.waveSpawnedCount = 0;
|
||||
}
|
||||
|
||||
// ======================== 怪物生成 ========================
|
||||
|
||||
/**
|
||||
* 在指定位置索引处生成一个怪物:
|
||||
*
|
||||
* @param posIndex 位置索引 (0-11)
|
||||
* @param monData 新引擎生成的怪物数据 (含 uuid, hp, ap, affixes 等)
|
||||
* @param monLv 怪物等级 (仅对旧有的 level 参数做兼容,实际属性由 monData 决定)
|
||||
* 在指定位置索引处生成一个怪物
|
||||
*/
|
||||
private addMonsterAtGrid(
|
||||
posIndex: number,
|
||||
@@ -310,51 +185,32 @@ export class MissionMonCompComp extends CCComp {
|
||||
let mon = ecs.getEntity<Monster>(Monster);
|
||||
let scale = -1;
|
||||
|
||||
// 获取硬编码的占位点坐标,不再使用随机偏移
|
||||
const basePos = MissionMonCompComp.MON_POSITIONS[posIndex % MissionMonCompComp.MON_POSITIONS.length];
|
||||
const spawnX = basePos.x;
|
||||
const landingY = basePos.y + (monData.isBoss ? 6 : 0);
|
||||
const spawnPos: Vec3 = v3(spawnX, landingY + MissionMonCompComp.MON_DROP_HEIGHT, 0);
|
||||
this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999;
|
||||
|
||||
// 如果存在测试技能覆盖,则传递下去(修改 mon.load 逻辑或者通过预存)
|
||||
// 为了避免侵入 Mon.ts 的原有逻辑,我们先预存
|
||||
(mon as any)._testSkills = monData.testSkills;
|
||||
if (monData.testSkills) {
|
||||
(mon as any)._testSkills = monData.testSkills;
|
||||
}
|
||||
|
||||
mon.load(spawnPos, scale, monData.uuid, monData.isBoss, landingY, monLv, posIndex);
|
||||
|
||||
// 设置渲染排序
|
||||
const move = mon.get(MonMoveComp);
|
||||
if (move) {
|
||||
move.spawnOrder = this.globalSpawnOrder;
|
||||
}
|
||||
|
||||
// 应用新引擎计算好的最终属性和词缀
|
||||
// 应用新引擎计算好的最终属性
|
||||
const model = mon.get(HeroAttrsComp);
|
||||
if (!model) return;
|
||||
model.ap = monData.ap;
|
||||
model.hp_max = monData.hp;
|
||||
model.hp = model.hp_max;
|
||||
|
||||
// 将词缀记录到属性组件上,供战斗层使用
|
||||
(model as any).affixes = monData.affixes || [];
|
||||
|
||||
// 解析特定的抗性词缀
|
||||
if (monData.affixes) {
|
||||
if (monData.affixes.includes(AffixType.CritRes)) {
|
||||
model.critical_res = 50;
|
||||
}
|
||||
if (monData.affixes.includes(AffixType.FreezeRes)) {
|
||||
model.freeze_res = 50;
|
||||
}
|
||||
if (monData.affixes.includes(AffixType.KnockbackRes)) {
|
||||
model.knockback_res = 50;
|
||||
}
|
||||
if (model) {
|
||||
model.ap = monData.ap;
|
||||
model.hp_max = monData.hp;
|
||||
model.hp = model.hp_max;
|
||||
}
|
||||
}
|
||||
|
||||
/** ECS 组件移除时触发(当前不销毁节点) */
|
||||
reset() {
|
||||
// this.node.destroy();
|
||||
}
|
||||
/** ECS 组件移除时触发 */
|
||||
reset() {}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -15,7 +15,7 @@ import { _decorator, Label, Sprite, SpriteFrame } 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 { CardConfig } from "../common/config/CardSet";
|
||||
import { SkillSet } from "../common/config/SkillSet";
|
||||
import { FieldSkillSet, SkillSet } from "../common/config/SkillSet";
|
||||
import { CardBgComp } from "./CardBgComp";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { oops } from "db://oops-framework/core/Oops";
|
||||
@@ -45,38 +45,35 @@ export class TalentItemComp extends CCComp {
|
||||
*/
|
||||
public updateItem(config: CardConfig): void {
|
||||
if (!config) return;
|
||||
|
||||
|
||||
if (this.lbl_name) this.lbl_name.string = config.name ?? "";
|
||||
if (this.lbl_info) this.lbl_info.string = config.info ?? "";
|
||||
|
||||
// 根据 wave 映射背景颜色
|
||||
// 1=绿色(poolLv=1) 5=蓝色(poolLv=2) 10=紫色(poolLv=3) 15=黄色(poolLv=4) 20=红色(poolLv=5)
|
||||
|
||||
// 直接复用 CardSet 中已映射好的 pool_lv,保证与技能卡牌背景一致
|
||||
// CardSet 通过 waveToPoolLv[wave] 由 SKILL_CARD_WAVES 索引推导(wave 1→1, 5→2, 8→3)
|
||||
if (this.bg) {
|
||||
let poolLv = 1;
|
||||
const wave = config.wave || 1;
|
||||
if (wave >= 20) poolLv = 5;
|
||||
else if (wave >= 15) poolLv = 4;
|
||||
else if (wave >= 10) poolLv = 3;
|
||||
else if (wave >= 5) poolLv = 2;
|
||||
else poolLv = 1;
|
||||
|
||||
this.bg.apply(poolLv);
|
||||
this.bg.apply(config.pool_lv || 1);
|
||||
}
|
||||
|
||||
// 设置图标
|
||||
if (this.icon && config.skill) {
|
||||
const skillData = SkillSet[config.skill];
|
||||
if (skillData && skillData.icon) {
|
||||
// 设置图标:驻场卡(skill=undefined 但有 field)走 FieldSkillSet,否则走 SkillSet
|
||||
// 与 SCardComp 保持一致,避免驻场卡无 icon 显示
|
||||
if (this.icon) {
|
||||
let iconId: string | undefined;
|
||||
if (!config.skill && config.field && config.field.length > 0) {
|
||||
// 驻场卡:用 FieldSkillSet[field[0]].icon
|
||||
const fieldUuid = config.field[0];
|
||||
iconId = FieldSkillSet[fieldUuid]?.icon || `${fieldUuid}`;
|
||||
} else if (config.skill) {
|
||||
// 技能卡:用 SkillSet[skill].icon
|
||||
iconId = SkillSet[config.skill]?.icon;
|
||||
}
|
||||
if (iconId) {
|
||||
if (smc.uiconsAtlas) {
|
||||
const frame = smc.uiconsAtlas.getSpriteFrame(skillData.icon);
|
||||
if (frame) {
|
||||
this.icon.spriteFrame = frame;
|
||||
}
|
||||
const frame = smc.uiconsAtlas.getSpriteFrame(iconId);
|
||||
if (frame) this.icon.spriteFrame = frame;
|
||||
} else {
|
||||
const sf = oops.res.get("game/heros/cards/" + skillData.icon, SpriteFrame) as SpriteFrame;
|
||||
if (sf) {
|
||||
this.icon.spriteFrame = sf;
|
||||
}
|
||||
const sf = oops.res.get("game/heros/cards/" + iconId, SpriteFrame) as SpriteFrame;
|
||||
if (sf) this.icon.spriteFrame = sf;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -69,6 +69,9 @@ export class SMoveDataComp extends ecs.Comp {
|
||||
bezierMidHeight: number = 200;
|
||||
bezierArc: number = 1;
|
||||
|
||||
/** 是否逐渐加速 (ease-in) */
|
||||
isAccelerate: boolean = false;
|
||||
|
||||
/** 是否自动销毁(到达目标后) */
|
||||
autoDestroy: boolean = true;
|
||||
|
||||
@@ -80,6 +83,7 @@ export class SMoveDataComp extends ecs.Comp {
|
||||
this.bezierStartHeight = 30;
|
||||
this.bezierMidHeight = 200;
|
||||
this.bezierArc = 1;
|
||||
this.isAccelerate = false;
|
||||
this.speed = 500;
|
||||
this.progress = 0;
|
||||
this.scale = 1;
|
||||
@@ -181,14 +185,20 @@ export class SMoveDataComp extends ecs.Comp {
|
||||
* 根据移动类型计算当前位置
|
||||
*/
|
||||
private calculateCurrentPosition() {
|
||||
// 如果开启了逐渐加速,混合线性与二次方曲线 (如 0.7 * t^2 + 0.3 * t)
|
||||
// 这样起步拥有 30% 的基础速度,不会显得完全静止,随后逐渐加速
|
||||
const t = this.isAccelerate ?
|
||||
(this.progress * this.progress * 0.7 + this.progress * 0.3) :
|
||||
this.progress;
|
||||
|
||||
switch (this.runType) {
|
||||
case RType.linear:
|
||||
// 直线运动
|
||||
Vec3.lerp(this.currentPos, this.startPos, this.targetPos, this.progress);
|
||||
Vec3.lerp(this.currentPos, this.startPos, this.targetPos, t);
|
||||
break;
|
||||
|
||||
case RType.bezier:
|
||||
this.calculateBezierPosition(this.progress);
|
||||
this.calculateBezierPosition(t);
|
||||
break;
|
||||
|
||||
case RType.fixed:
|
||||
@@ -198,7 +208,7 @@ export class SMoveDataComp extends ecs.Comp {
|
||||
break;
|
||||
|
||||
default:
|
||||
Vec3.lerp(this.currentPos, this.startPos, this.targetPos, this.progress);
|
||||
Vec3.lerp(this.currentPos, this.startPos, this.targetPos, t);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -40,10 +40,13 @@ export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
return;
|
||||
}
|
||||
|
||||
// 根据配置设置移动速度
|
||||
// 根据配置设置移动速度与加速度
|
||||
if (skillConfig.speed > 0) {
|
||||
moveComp.speed = skillConfig.speed;
|
||||
}
|
||||
if (skillConfig.is_accel) {
|
||||
moveComp.isAccelerate = true;
|
||||
}
|
||||
|
||||
// 根据runType设置初始位置
|
||||
this.initializePosition(moveComp, skillView);
|
||||
@@ -190,10 +193,12 @@ export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
if (moveComp.progress < 1) {
|
||||
// 计算下一帧的位置来确定方向
|
||||
const nextProgress = Math.min(moveComp.progress + 0.01, 1);
|
||||
const t = moveComp.isAccelerate ?
|
||||
(nextProgress * nextProgress * 0.7 + nextProgress * 0.3) :
|
||||
nextProgress;
|
||||
const nextPos = v3(0, 0, 0);
|
||||
|
||||
// 计算下一个位置
|
||||
const t = nextProgress;
|
||||
const oneMinusT = 1 - t;
|
||||
const oneMinusTSquared = oneMinusT * oneMinusT;
|
||||
const tSquared = t * t;
|
||||
@@ -245,6 +250,7 @@ export class SMoveHelper {
|
||||
if (skillConfig) {
|
||||
moveComp.runType = skillConfig.RType || RType.linear;
|
||||
moveComp.speed = skillConfig.speed || 500;
|
||||
if (skillConfig.is_accel) moveComp.isAccelerate = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
1741
docs/superpowers/plans/2026-06-20-config-editor-foundation.md
Normal file
1741
docs/superpowers/plans/2026-06-20-config-editor-foundation.md
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,351 @@
|
||||
# 通用英雄/技能配置编辑器(Cocos Creator 扩展)— 设计规格
|
||||
|
||||
- 日期:2026-06-20
|
||||
- 作者:brainstorm 协作产出
|
||||
- 目标引擎:Cocos Creator **3.8.6**
|
||||
- 部署位置:`extensions/pixelhero-config-editor/`
|
||||
- 关联配置源:`assets/script/game/common/config/{heroSet,SkillSet,HeroAttrs,HeroSkillDesc}.ts`
|
||||
|
||||
---
|
||||
|
||||
## 1. 概述(Overview)
|
||||
|
||||
构建一个 Cocos Creator 编辑器扩展,提供**可视化**的英雄与技能配置编辑能力。扩展以 **schema 驱动 + TypeScript AST 往返**为核心:直接读写现有 `Record<number,X>` 形态的 `.ts` 配置文件,**不改动任何游戏运行时代码**。通过声明式 schema 描述每张表的字段、枚举、引用关系,UI 由 schema 自动生成,从而实现"通用"——未来新增驻场技能表、卡牌表等只需追加 schema,无需编写新 UI。
|
||||
|
||||
## 2. 目标与非目标
|
||||
|
||||
### 目标
|
||||
- 可视化编辑 `HeroInfo`(英雄 50xx + 怪物 60xx/61xx)、`SkillSet`(技能 60xx/63xx/64xx/65xx)、`FieldSkillSet`(驻场 70xx/72xx/74xx)三张表。
|
||||
- 原地回写对应 `.ts` 文件,**保留符号表达式**(如 `AtkSpeedSet[AtkSpeedLv.Slow3].cd`)与手工注释/分节标题。
|
||||
- 异构触发槽、技能引用覆盖(`SkillOverrides`)、进化配置的可视化编辑。
|
||||
- 实时校验 + 实时描述预览(与游戏内 `buildSkillDesc` 一致)。
|
||||
- 新建/复制/删除/保存/还原,并保持 `HeroList` 与 `HeroInfo` 一致。
|
||||
- 纯逻辑层(schema/IO/校验)有自动化单元测试,作为 BLOCKING 证据。
|
||||
|
||||
### 非目标(v1)
|
||||
- 不重构游戏代码、不把数据迁移到 JSON。
|
||||
- 不做运行时热重载游戏逻辑(仅通过 asset-db 刷新让编辑器与编辑器内预览生效)。
|
||||
- 撤销/重做(Undo/Redo)列为 v1.1。
|
||||
- 不编辑 `CardSet / HighlightSet / GameSet / ScoreSet`(架构允许后续以新增 schema 方式扩展,但不在本次范围)。
|
||||
- 不做多人协作/版本对比。
|
||||
|
||||
## 3. 背景事实(已核实)
|
||||
|
||||
| 事实 | 影响 |
|
||||
|---|---|
|
||||
| 引擎 Cocos Creator 3.8.6 | 使用 `package_version:2` 扩展格式;面板经 `Editor.Panel.define({...})`;消息经 `contributions.messages` |
|
||||
| 配置运行时只读、仅按 key 访问、无动态加载 | 回写安全;输出只需是合法 TS 且 `HeroList` 一致 |
|
||||
| `skills[n].cd` 为符号表达式 | IO 必须基于 TS Compiler API,识别并保号往返 |
|
||||
| 现有 `oops-plugin-framework` 仅运行时框架 | 无面板示例可抄;需自建打包 |
|
||||
| `HeroList` 被运行时迭代(`CardSet.ts`) | 写英雄表后必须同步 `HeroList = 排序后的英雄(HERO) uuid` |
|
||||
| `HeroSkillDesc.buildSkillDesc` 生成游戏内描述 | 移植为 JS 用于面板实时预览 |
|
||||
|
||||
## 4. 架构(五层)
|
||||
|
||||
```
|
||||
┌────────────────────────────────────────────────────────────┐
|
||||
│ UI 层 Vue3 面板 (dist/panels/default.js) │
|
||||
│ master-detail + 嵌套编辑器 + 校验面板 + 描述预览 │
|
||||
└───────────────────────────────┬────────────────────────────┘
|
||||
Editor.Message.request │ broadcast 'record-changed'
|
||||
┌───────────────────────────────┴────────────────────────────┐
|
||||
│ 主进程 dist/main.js 内存真理源 + 消息处理 + 广播 │
|
||||
└──────┬──────────────────────┬──────────────────────┬───────┘
|
||||
│ │ │
|
||||
┌──────▼───────┐ ┌───────────▼──────────┐ ┌─────────▼────────┐
|
||||
│ 校验层 │ │ Schema 注册表 │ │ IO 层 (TS 往返) │
|
||||
│ validate() │ │ tables/fields/enums │ │ TsConfigFile │
|
||||
│ → Issue[] │ │ → 驱动 UI 生成 │ │ load/patch/save │
|
||||
└──────────────┘ └──────────────────────┘ └──────────┬────────┘
|
||||
│ 写回 .ts
|
||||
Editor.Message.request('asset-db','refresh-asset')
|
||||
```
|
||||
|
||||
层次依赖单向:UI → 主进程 → {校验, schema, IO}。校验与 schema 为纯逻辑(可独立测试)。IO 依赖 `typescript` 包。
|
||||
|
||||
## 5. 组件详设
|
||||
|
||||
### 5.1 Schema 注册表(`src/shared/schema/`)
|
||||
|
||||
"通用"的核心。每个数据表用一份 `TableSchema` 描述:
|
||||
|
||||
```ts
|
||||
interface TableSchema {
|
||||
id: 'hero' | 'skill' | 'field'; // 表标识
|
||||
label: string; // "英雄/怪物"
|
||||
sourceFile: string; // 相对 assets 配置目录,如 'heroSet.ts'
|
||||
exportName: string; // 'HeroInfo' | 'SkillSet' | 'FieldSkillSet'
|
||||
keyType: 'number';
|
||||
idSegments: { label: string; min: number; max: number; note?: string }[];
|
||||
listExportName?: string; // 仅 hero:'HeroList'(需同步)
|
||||
fields: FieldSchema[]; // 记录字段(顺序即 UI 顺序)
|
||||
}
|
||||
|
||||
interface FieldSchema {
|
||||
key: string; // 字段名(对应 .ts 对象键)
|
||||
label: string; // 中文标签
|
||||
type: FieldType; // 见下
|
||||
required?: boolean;
|
||||
default?: unknown;
|
||||
group?: string; // UI 分组("基础"/"触发技能"/...)
|
||||
help?: string;
|
||||
// type 相关的可选元数据:
|
||||
enumRef?: string; // type=enum → enums.ts 中的枚举键
|
||||
refTable?: TableId; // type=ref → 引用哪张表
|
||||
overlayKeys?: string[]; // type=overrides → 可覆盖键集合
|
||||
showIf?: { field: string; in: unknown[] };// 条件显示
|
||||
}
|
||||
|
||||
type FieldType =
|
||||
| 'number' | 'string' | 'boolean'
|
||||
| 'enum' // 下拉,选项来自 enumRef
|
||||
| 'ref' // 引用另一表的 uuid(下拉,显示 目标.name)
|
||||
| 'speedExpr' // 攻速符号表达式,下拉=AtkSpeedLv 档位
|
||||
| 'skillMap' // Record<number,HSkillInfo>(英雄专用)
|
||||
| 'triggerSlots' // 6 种数组触发槽(英雄专用)
|
||||
| 'fieldList' // number[] 驻场技能列表(英雄专用)
|
||||
| 'reviveSlot' // 单对象 {s_uuid,r_num,upr}(英雄专用)
|
||||
| 'overrides'; // SkillOverrides 覆盖层(出现在 triggerSlots 内部)
|
||||
```
|
||||
|
||||
**枚举源 `src/shared/schema/enums.ts`**:镜像游戏枚举为 `{label,value}[]` 字典——`HType, FacSet, TGroup, DTType, SkillKind, DType, IType, RType, EType, FieldSkillType, Attrs(buff_type), AtkSpeedLv`。此文件为编辑器侧单一事实源;并提供 `assertEnumsMatchGame()` 调试期检查(读取游戏 `.ts` 枚举定义比对,不一致则告警),避免漂移。
|
||||
|
||||
**三张表的字段清单(v1)**:
|
||||
|
||||
- **hero (`HeroInfo`)** — 分组:
|
||||
- 基础:`uuid`(number,必填), `name`(string,必填), `path`(string,必填), `icon`?(string), `fac`(enum FacSet,必填), `pool_lv`?(number), `lv`(number,必填,默认1), `type`(enum HType,必填), `hp`(number,必填), `ap`(number,必填), `dis`?(number), `speed`?(number), `info`(string,必填)
|
||||
- 技能:`skills`(skillMap,必填), 触发槽组 `call/dead/fstart/fend/atking/atked`(triggerSlots), `field`(fieldList), `revive`(reviveSlot), `evolve`(evolveMap — v1 只读展示,标注"v1.1 编辑")
|
||||
- ID 段:英雄 [5000,5999];怪物 [6000,6999](6101-6106 为 Boss)
|
||||
- **skill (`SkillSet` → `SkillConfig`)**:
|
||||
- 基础:`uuid`(number,必填), `name`(string,必填), `sp_name`(string,必填), `icon`(string,必填), `act`(string,必填), `info`(string,必填)
|
||||
- 目标/类型:`TGroup`(enum,必填), `DTType`(enum,必填), `IType`(enum,必填), `RType`(enum,必填), `EType`(enum,必填), `kind`?(enum SkillKind), `DType`?(enum,默认 ATK)
|
||||
- 数值:`ap`(number,必填), `gold`?(number), `hit_count`(number,必填), `hitcd`(number,必填), `speed`(number,必填), `ready`(number,必填), `with`(number,必填,默认0)
|
||||
- 动画/特效:`readyAnm`,`endAnm`,`DAnm`(string), `EAnm`(number)
|
||||
- 高级:`crt?`,`stun?`,`frz?`,`bck?`(number), `buff_type`?(enum Attrs), `call_hero`?(ref hero), `time`?, `bezier_start_y?`,`bezier_mid_y?`,`bezier_arc?`(number)
|
||||
- ID 段:6001-6999
|
||||
- **field (`FieldSkillSet` → `FieldSkillConfig`)**:
|
||||
- `uuid`(number,必填), `name`(string,必填), `icon`(string,必填), `type`(enum FieldSkillType,必填), `value`(number,必填), `info`(string,必填)
|
||||
- ID 段:7001-7999
|
||||
|
||||
> 字段清单来源 = 直接对照 `heroSet.ts`/`SkillSet.ts` 的 interface 定义,已逐字段核对类型与必填性。
|
||||
|
||||
### 5.2 IO 层(`src/main/io/TsConfigFile.ts`)
|
||||
|
||||
基于 `typescript` 包(npm,在扩展主进程 Node 上下文中 `require`)。
|
||||
|
||||
```ts
|
||||
class TsConfigFile {
|
||||
load(file, exportName): void; // 解析并缓存 SourceFile + 目标 VariableDeclaration
|
||||
getKeys(): number[]; // 该 const 的所有键
|
||||
read(key): RecordValue; // AST → 结构化值
|
||||
patch(key, value: RecordValue): void; // AST 区间替换该条目
|
||||
add(key, value): void; // 在 const 末尾插入新条目
|
||||
delete(key): void; // 删除条目区间
|
||||
serialize(value): string; // 单条目确定性序列化
|
||||
save(): { ok: boolean; error?: string }; // 写 .bak → 校验可解析 → 落盘 → 触发 asset-db refresh
|
||||
reload(): void;
|
||||
}
|
||||
```
|
||||
|
||||
**值模型 `RecordValue`**:
|
||||
- 标量:`{kind:'num',value}` / `{kind:'str',value}` / `{kind:'bool',value}`
|
||||
- 符号表达式:`{kind:'speed', level:'Slow3'}` ⇄ 源 `AtkSpeedSet[AtkSpeedLv.Slow3].cd`(AST 形态:`PropertyAccessExpression(ElementAccessExpression(Ident,ElementAccessExpression(Ident,Ident)),Ident)`,固定匹配该模式;不匹配则降级为 `{kind:'num',value:<节点文本>}` 并标记需人工确认)
|
||||
- 对象:`{kind:'obj', props: {key: RecordValue}}`
|
||||
- 数组:`{kind:'arr', items: RecordValue[]}`
|
||||
|
||||
**回写策略 = 条目级 AST 区间替换**:
|
||||
1. 解析文件 → 定位目标 `exportName` 的 `ObjectLiteralExpression`。
|
||||
2. 在其中按 key 定位单个 `PropertyAssignment` 的完整文本区间(含其尾随逗号)。
|
||||
3. 对该条目调用 `serialize()` 生成新文本。**确定性格式(固定,无歧义)**:受控多行对象字面量,每字段一行、4 空格缩进、字段顺序按 schema `fields` 顺序、尾随逗号;`cd` 用符号形式 `AtkSpeedSet[AtkSpeedLv.X].cd`;`info` 非空时在条目上方输出一行 `// {info}` 注释。示例:
|
||||
```ts
|
||||
// 每受击3次为自身添加4层护盾
|
||||
5011:{uuid:5011,name:"小铁卫",path:"hk1",fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Melee,hp:400,ap:20,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}},
|
||||
atked:[{s_uuid:6301,t_num:3,overrides:{TGroup:TGroup.Self,ap:4}}],
|
||||
info:"每受击3次为自身添加4层护盾"},
|
||||
```
|
||||
4. 用新文本替换该区间;其余条目、分节注释、其他 const 原样不动 → **diff 最小**。
|
||||
5. 新增:在 `}` 前插入;删除:移除区间。
|
||||
6. 落盘前:`createProgram` 对改动文件做语法检查;失败则回滚 `.bak` 并报错。
|
||||
7. 落盘后:`await Editor.Message.request('asset-db','refresh-asset', url)`,使编辑器重新导入该脚本。
|
||||
|
||||
**降级与安全**:
|
||||
- 任一步骤异常 → 不写文件,返回结构化错误,面板展示。
|
||||
- 始终先写 `*.bak`;校验通过后再覆盖原文件。
|
||||
- 若条目内出现未识别的初始化表达式(非上述 RecordValue 形态),该条目标记为"只读(含未支持表达式)",可编辑其他条目但不改动它,避免破坏。
|
||||
|
||||
### 5.3 校验层(`src/shared/validation/`)
|
||||
|
||||
纯函数 `validate(tableId, allRecords): Issue[]`,每次改动后对受影响表运行。规则:
|
||||
|
||||
| 规则 | 级别 |
|
||||
|---|---|
|
||||
| uuid 在表内唯一 | error |
|
||||
| uuid 落在该实体声明的 idSegments 内 | error |
|
||||
| 必填字段非空 | error |
|
||||
| enum 字段值 ∈ 枚举集合 | error |
|
||||
| ref 字段目标在引用表中存在(英雄触发槽/技能图引用 → SkillSet;field 列表 → FieldSkillSet;call_hero → HeroInfo) | error |
|
||||
| overrides 仅含 `SkillOverrides` 允许键(TGroup,ap,gold,hit_count,hitcd,crt,frz,stun,bck,buff_type,call_hero) | error |
|
||||
| 英雄表:`HeroList` 与 `HeroInfo` 一致(每 HeroList 项存在且 fac=HERO;每 fac=HERO 条目都在 HeroList) | error |
|
||||
|
||||
**`HeroList` 同步策略(最小 diff)**:保留现有数组顺序与分节注释,仅在新增英雄时把新 uuid 追加到数组末尾、删除英雄时移除其 uuid。**不重排、不重生成**,以避免破坏手工分节注释。同步后再次运行一致性校验。
|
||||
| 怪物无 `pool_lv`/`evolve`(语义警告) | warn |
|
||||
| `info` 文案长度 >0 | warn |
|
||||
|
||||
`Issue = {tableId, key, fieldPath, severity:'error'|'warn', code, message}`。面板据此在列表行显红点、字段内联报错;存在 error 时禁用"保存"。
|
||||
|
||||
### 5.4 主进程(`src/main/index.ts`)
|
||||
|
||||
扩展入口。在内存持有三张表的 `TsConfigFile` 实例与 schema 注册表,作为唯一真理源。处理消息(见 §7)。任何写入先校验:error 则拒绝并返回 Issue 列表;成功后广播 `record-changed {tableId, key}`,所有打开面板据此刷新。
|
||||
|
||||
### 5.5 UI 层(`src/panels/default/`,Vue 3)
|
||||
|
||||
- **打包**:`esbuild` 将 `src/panels/default/index.ts`(含 Vue 3 runtime+compiler)打成单文件 `dist/panels/default.js`。Vue 用**字符串模板**(`compiler` 在线编译),避免 SFC 工具链。
|
||||
- **面板入口**(`Editor.Panel.define`):`template`=`<div id="app"></div>`,`ready()` 中 `createApp({…}).mount(this.$.app)`,`close()` 卸载。
|
||||
- **布局**:左 master(表切换 + 搜索 + 列表),右 detail(schema 驱动表单 + 嵌套编辑器 + 预览),底部校验条。
|
||||
- **控件映射**:number→`<ui-num-input>`;string→`<ui-input>`;boolean→`<ui-checkbox>`;enum→`<ui-select>`;ref→`<ui-select>`(选项=目标表 `{uuid:name}`,空选项=清除);speedExpr→`<ui-select>`(选项=AtkSpeedLv 档位,含"自定义数值"兜底)。
|
||||
- **嵌套编辑器**:
|
||||
- `TriggerSlotsEditor`:对 6 种触发类型,每组可增删行 `{s_uuid(技能 ref 选择器), t_num(number), overrides(可折叠)}`;行内显示该技能基础信息(name/kind)。
|
||||
- `SkillMapEditor`:英雄 `skills`;每项 `uuid + lv + cd(speedExpr)`;至少 1 项(index 0=普攻)。
|
||||
- `FieldListEditor`:`field:number[]` 多选驻场技能。
|
||||
- `ReviveEditor`:`revive` 单对象 `{s_uuid,r_num,upr}` 或空。
|
||||
- `OverrideEditor`:依据所选基础技能 `kind`,仅渲染相关覆盖键(如 Damage→ap/hit_count/crt/stun…;Support→TGroup/ap/buff_type…)。
|
||||
- **实时预览**:`PreviewPane` 调主进程 `query-preview-desc`(移植 `buildSkillDesc`),随编辑即时刷新。
|
||||
- **图标/特效预览**:`icon`、`sp_name` 变更时 `query-asset` 取贴图,旁置缩略图。
|
||||
- **操作栏**:新建(自动取 idSegment 内下一个可用 uuid)、复制(uuid+2 或手动指定)、删除、还原(reload)、保存并刷新(触发 §5.2 save)。未保存改动用 `*` 标记;切换记录前若有未保存改动,弹确认。
|
||||
- **原生观感**:尽量用 Cocos `<ui-*>` 元素,Vue 仅做状态与组合。
|
||||
|
||||
## 6. 内存与持久化
|
||||
|
||||
- 真理源 = 磁盘 `.ts` 文件。主进程首次 `query-*` 时懒加载并缓存 `TsConfigFile`。
|
||||
- 编辑改动先作用于内存 AST;"保存"才落盘。还原=丢弃内存改动重载。
|
||||
- 多面板实例:主进程单例,广播保证一致。
|
||||
|
||||
## 7. 消息协议(`contributions.messages`)
|
||||
|
||||
| 消息 | 方向 | 载荷 | 返回 |
|
||||
|---|---|---|---|
|
||||
| `query-schema` | panel→main | `tableId?` | schema(全部或单表) |
|
||||
| `query-enums` | panel→main | — | 枚举字典 |
|
||||
| `query-keys` | panel→main | `tableId` | `number[]` |
|
||||
| `query-record` | panel→main | `tableId,key` | `RecordValue` |
|
||||
| `query-preview-desc` | panel→main | `hero RecordValue` | `string`(描述) |
|
||||
| `query-asset` | panel→main | `name, type` | 贴图 url 或 null |
|
||||
| `validate` | panel→main | `tableId` | `Issue[]` |
|
||||
| `save-record` | panel→main | `tableId,key,RecordValue` | `{ok, issues?}` |
|
||||
| `add-record` | panel→main | `tableId,key,RecordValue` | `{ok, issues?}` |
|
||||
| `delete-record` | panel→main | `tableId,key` | `{ok, issues?}` |
|
||||
| `revert-record` | panel→main | `tableId,key` | `RecordValue`(重载后值) |
|
||||
| `record-changed` | main→broadcast | `tableId,key` | — |
|
||||
|
||||
`save/add/delete` 成功后主进程自动广播 `record-changed`。
|
||||
|
||||
## 8. 数据流(保存一条英雄)
|
||||
|
||||
```
|
||||
面板改字段 → save-record(hero,5011,value)
|
||||
→ 主进程 validate(hero):error? 返回 {ok:false,issues}
|
||||
→ TsConfigFile.patch(5011, value) // AST 区间替换
|
||||
→ TsConfigFile.save():写 .bak → createProgram 语法校验 → 覆盖原 .ts → asset-db refresh
|
||||
→ 广播 record-changed(hero,5011)
|
||||
→ 面板重查 → UI 刷新(含 HeroList 若变动)
|
||||
```
|
||||
|
||||
## 9. 模块/文件布局
|
||||
|
||||
```
|
||||
extensions/pixelhero-config-editor/
|
||||
├── package.json # package_version:2, panels, contributions.messages/menu, deps: typescript, vue, esbuild
|
||||
├── tsconfig.json
|
||||
├── esbuild.config.mjs # 打包 main + 面板
|
||||
├── i18n/{en,zh}.js
|
||||
├── static/
|
||||
│ ├── template/default/index.html
|
||||
│ └── style/default/index.css
|
||||
├── src/
|
||||
│ ├── main/
|
||||
│ │ ├── index.ts # 扩展入口 + onMessage 注册
|
||||
│ │ └── store.ts # 三张表 TsConfigFile 单例 + 广播
|
||||
│ ├── io/
|
||||
│ │ ├── TsConfigFile.ts # 解析/序列化/patch/save
|
||||
│ │ ├── recordValue.ts # RecordValue 类型与归一化(含 speedExpr)
|
||||
│ │ └── serializer.ts # serialize(entry) 确定性文本生成
|
||||
│ ├── shared/ # 纯逻辑(无 Cocos/Editor 依赖,可独立测试)
|
||||
│ │ ├── schema/
|
||||
│ │ │ ├── types.ts # TableSchema/FieldSchema 定义
|
||||
│ │ │ ├── registry.ts # 三张表 schema 注册
|
||||
│ │ │ ├── hero.ts
|
||||
│ │ │ ├── skill.ts
|
||||
│ │ │ ├── field.ts
|
||||
│ │ │ └── enums.ts # 枚举镜像 + assertEnumsMatchGame
|
||||
│ │ ├── validation/
|
||||
│ │ │ └── index.ts # validate() 规则
|
||||
│ │ └── desc/
|
||||
│ │ └── buildSkillDesc.ts # HeroSkillDesc 的 JS 移植(预览用)
|
||||
│ └── panels/default/
|
||||
│ ├── index.ts # Editor.Panel.define + Vue mount
|
||||
│ └── app/ # Vue 组件(App, MasterList, DetailForm, TriggerSlots, SkillMap, FieldList, Revive, Override, PreviewPane, ValidationBar)
|
||||
├── dist/ # 打包产物(main.js, panels/default.js)
|
||||
└── __tests__/ # node:test 纯逻辑测试
|
||||
├── tsConfigFile.roundtrip.test.ts
|
||||
├── serializer.test.ts
|
||||
├── validation.test.ts
|
||||
├── speedExpr.test.ts
|
||||
├── schema.test.ts
|
||||
└── fixtures/ # 真实配置副本
|
||||
```
|
||||
|
||||
## 10. 构建与开发
|
||||
|
||||
- `npm run build`:`esbuild` 同时打包 `main`(platform=node, format=cjs)与 `panels/default`(platform=browser, format=iife, bundle vue),输出到 `dist/`。
|
||||
- 开发:改完 `build` → 在 Cocos"扩展管理器"重载扩展。
|
||||
- 依赖:`typescript`(IO 用)、`vue`(面板用)、`esbuild`(打包)、`fs-extra`(可选,读模板)。`typescript` 体积大但必要;打 main 时 bundle 进 dist。
|
||||
|
||||
## 11. 测试策略
|
||||
|
||||
遵循项目 `coding-standards.md`:
|
||||
|
||||
- **逻辑层(BLOCKING,自动化,`node:test`)**:
|
||||
- `tsConfigFile.roundtrip`:用真实 `heroSet.ts`/`SkillSet.ts` 副本作 fixture → load → 读全部 → 不改动 → save → 与原文件逐字节相等(验证保号保注释)。
|
||||
- 改动往返:patch 一条英雄 → save → 重新 load → 读回值 == 改入值;且产物经 `createProgram` 语法合法。
|
||||
- `serializer`:给定结构化值 → 序列化文本 → 再解析 → 等价。
|
||||
- `speedExpr`:`AtkSpeedSet[AtkSpeedLv.Slow3].cd` ⇄ `{kind:'speed',level:'Slow3'}` 双向。
|
||||
- `validation`:构造各类非法数据 → 断言 Issue 正确。
|
||||
- `schema`:所有表 schema 字段 key 与对应 interface 一致;枚举镜像与游戏 `.ts` 枚举一致(`assertEnumsMatchGame`)。
|
||||
- 命名/隔离/无外部依赖,遵循测试规范;fixture 为常量文件副本,不内联魔法数。
|
||||
- **UI(ADVISORY)**:`production/qa/evidence/` 下手动走查文档(覆盖三表增删改查、校验阻断、预览一致性)+ 编辑器内截图。
|
||||
|
||||
## 12. 分阶段实施(供 writing-plans 细化)
|
||||
|
||||
| 阶段 | 产出 | 验证 |
|
||||
|---|---|---|
|
||||
| P0 脚手架 | package.json/panels/menu/build;面板可从菜单打开显示 "hello" | 截图 |
|
||||
| P1 IO 层 | TsConfigFile + RecordValue + serializer + roundtrip 测试 | 测试通过 |
|
||||
| P2 schema+枚举+校验 | 三表 schema、enums、validate + 测试 | 测试通过 |
|
||||
| P3 主进程 | store + 全部消息处理(先只读类) | 手动 query 验证 |
|
||||
| P4 面板基础 | master 列表 + 标量/枚举/ref 字段编辑 + 保存往返 | 端到端改一个英雄保存 |
|
||||
| P5 嵌套与预览 | 触发槽/技能图/驻场/复活/覆盖 + 描述预览 + 缩略图 | 编辑复杂英雄保存往返一致 |
|
||||
| P6 收尾 | 新建/复制/删除/HeroList 同步/还原/打磨/QA 文档 | QA 走查通过 |
|
||||
|
||||
## 13. 风险与缓解
|
||||
|
||||
| 风险 | 缓解 |
|
||||
|---|---|
|
||||
| TS AST 往返破坏文件 | 条目级区间替换 + `.bak` + `createProgram` 校验 + 未识别表达式标记只读 |
|
||||
| 符号表达式形态多样 | 固定匹配 `AtkSpeedSet[AtkSpeedLv.X].cd` 模式;其余降级为只读数值并提示 |
|
||||
| 枚举镜像与游戏漂移 | `assertEnumsMatchGame` 调试期比对告警 |
|
||||
| `typescript` 打包体积 | 仅 bundle 进 main(node),面板不包含;可接受 |
|
||||
| esbuild/Vue 在扩展环境运行 | P0 先打通最小面板(Vue mount 成功)再扩展 |
|
||||
| 多面板状态不一致 | 主进程单例 + 广播 record-changed |
|
||||
| `HeroList` 失同步 | 英雄表写入后由 store 强制同步并校验 |
|
||||
|
||||
## 14. 验收标准
|
||||
|
||||
1. 扩展可从"面板"菜单打开,三张表可切换浏览、搜索。
|
||||
2. 对三张表任一记录:可视化查看/编辑所有字段(含触发槽、技能图、覆盖、驻场、复活),保存后磁盘 `.ts` 被更新且为合法 TS,asset-db 已刷新。
|
||||
3. **保号往返**:仅查看后保存,文件零字节变化(测试断言)。
|
||||
4. 实时校验:违反任一 error 规则时"保存"被阻断并列出问题;行/字段级可见。
|
||||
5. 描述预览与游戏内 `buildSkillDesc` 输出一致。
|
||||
6. 新建/复制/删除可用;`HeroList` 与 `HeroInfo` 始终一致。
|
||||
7. 逻辑层单元测试全部通过(BLOCKING)。
|
||||
8. 未改动 `assets/script/game/**` 任何游戏运行时代码(git diff 可证)。
|
||||
3
extensions/pixelhero-config-editor/.gitignore
vendored
Normal file
3
extensions/pixelhero-config-editor/.gitignore
vendored
Normal file
@@ -0,0 +1,3 @@
|
||||
node_modules/
|
||||
dist/
|
||||
*.bak
|
||||
1
extensions/pixelhero-config-editor/__tests__/.gitignore
vendored
Normal file
1
extensions/pixelhero-config-editor/__tests__/.gitignore
vendored
Normal file
@@ -0,0 +1 @@
|
||||
.tmp/
|
||||
@@ -0,0 +1,25 @@
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { buildSkillDesc } from '../src/shared/desc/buildSkillDesc';
|
||||
import { RecordValue } from '../src/io/recordValue';
|
||||
|
||||
const skillSet: Record<number, RecordValue> = {
|
||||
6301: { kind: 'obj', props: { name: { kind: 'str', value: '护盾' }, kind: { kind: 'enumRef', qualifier: 'SkillKind', member: 'Shield' }, ap: { kind: 'num', value: 4 } } },
|
||||
};
|
||||
const fieldSet: Record<number, RecordValue> = {
|
||||
7015: { kind: 'obj', props: { name: { kind: 'str', value: '死亡强化' }, info: { kind: 'str', value: '死亡触发技能次数+1' } } },
|
||||
};
|
||||
const hero: RecordValue = { kind: 'obj', props: {
|
||||
atked: { kind: 'arr', items: [{ kind: 'obj', props: { s_uuid: { kind: 'num', value: 6301 }, t_num: { kind: 'num', value: 3 }, overrides: { kind: 'obj', props: { ap: { kind: 'num', value: 4 } } } } }] },
|
||||
field: { kind: 'arr', items: [{ kind: 'num', value: 7015 }] },
|
||||
} };
|
||||
|
||||
test('renders atked trigger with shield effect', () => {
|
||||
const out = buildSkillDesc(hero, skillSet, fieldSet);
|
||||
assert.match(out, /受击3次:护盾/);
|
||||
assert.match(out, /护盾4次/);
|
||||
});
|
||||
test('renders field aura', () => {
|
||||
const out = buildSkillDesc(hero, skillSet, fieldSet);
|
||||
assert.match(out, /场上存活:死亡强化 死亡触发技能次数\+1/);
|
||||
});
|
||||
@@ -0,0 +1,13 @@
|
||||
// 测试夹具:镜像真实 heroSet.ts 片段(speed 表达式 + 枚举引用 + 触发槽 + 驻场 + 复活)
|
||||
export const HeroInfo: Record<number, any> = {
|
||||
5011:{uuid:5011,name:"小铁卫",path:"hk1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Melee,hp:400,ap:20,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}},
|
||||
atked:[{s_uuid:6301,t_num:3,overrides:{TGroup:TGroup.Self,ap:4}}],
|
||||
field:[7015],
|
||||
revive:{s_uuid:6501,r_num:1,upr:0.3},
|
||||
info:"每受击3次为自身添加4层护盾"},
|
||||
6001:{uuid:6001,name:"兽人战士",path:"m1", fac:FacSet.MON,lv:1,type:HType.Melee,hp:220,ap:10,speed:70,
|
||||
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"基础近战位怪"},
|
||||
};
|
||||
|
||||
export const HeroList: number[] = [5011];
|
||||
@@ -0,0 +1,16 @@
|
||||
// 测试夹具:镜像真实 SkillSet.ts 片段(含 SkillSet + FieldSkillSet)
|
||||
export const SkillSet: Record<number, any> = {
|
||||
6001:{uuid:6001,name:"火球",sp_name:"atk_1",icon:"Stat_Attack_01",TGroup:TGroup.Enemy,act:"atk",
|
||||
DTType:DTType.single,ap:100,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,
|
||||
IType:IType.Melee,RType:RType.bezier,EType:EType.collision,info:"造成攻击力100%的伤害"},
|
||||
6301:{uuid:6301,name:"护盾",sp_name:"buff_wind",icon:"Stat_Defense",TGroup:TGroup.Self,act:"atk",
|
||||
DTType:DTType.single,kind:SkillKind.Shield,ap:3,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,
|
||||
IType:IType.support,RType:RType.fixed,EType:EType.animationEnd,info:"添加护盾"},
|
||||
6501:{uuid:6501,name:"复活",sp_name:"buff_wind",icon:"Stat_HolyDamage",TGroup:TGroup.Self,act:"atk",
|
||||
DTType:DTType.single,kind:SkillKind.Support,ap:50,hit_count:3,hitcd:0.2,speed:720,with:0,ready:0.2,
|
||||
IType:IType.support,RType:RType.fixed,EType:EType.animationEnd,info:"复活百分比"},
|
||||
};
|
||||
|
||||
export const FieldSkillSet: Record<number, any> = {
|
||||
7015:{uuid:7015,name:"死亡强化",icon:"Stat_PoisonChanceIncrease",type:FieldSkillType.DeadCount,value:1,info:"死亡触发技能次数+1"},
|
||||
};
|
||||
47
extensions/pixelhero-config-editor/__tests__/parser.test.ts
Normal file
47
extensions/pixelhero-config-editor/__tests__/parser.test.ts
Normal file
@@ -0,0 +1,47 @@
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import * as ts from 'typescript';
|
||||
import { parseExpression, findExportObjectLiteral } from '../src/io/parser';
|
||||
|
||||
function parse(text: string): ts.Expression {
|
||||
const src = ts.createSourceFile('x.ts', `const _ = ${text};`, ts.ScriptTarget.Latest, true);
|
||||
const decl = src.statements[0] as ts.VariableStatement;
|
||||
return decl.declarationList.declarations[0].initializer!;
|
||||
}
|
||||
|
||||
test('num / str / bool', () => {
|
||||
assert.deepEqual(parseExpression(parse('400')), { kind: 'num', value: 400 });
|
||||
assert.deepEqual(parseExpression(parse('"小铁卫"')), { kind: 'str', value: '小铁卫' });
|
||||
assert.deepEqual(parseExpression(parse('true')), { kind: 'bool', value: true });
|
||||
});
|
||||
test('enumRef: FacSet.HERO', () => {
|
||||
assert.deepEqual(parseExpression(parse('FacSet.HERO')), { kind: 'enumRef', qualifier: 'FacSet', member: 'HERO' });
|
||||
});
|
||||
test('speed: AtkSpeedSet[AtkSpeedLv.Slow3].cd', () => {
|
||||
assert.deepEqual(parseExpression(parse('AtkSpeedSet[AtkSpeedLv.Slow3].cd')), { kind: 'speed', level: 'Slow3' });
|
||||
});
|
||||
test('non-Speed two-segment access falls back to enumRef', () => {
|
||||
assert.deepEqual(parseExpression(parse('Foo.bar')), { kind: 'enumRef', qualifier: 'Foo', member: 'bar' });
|
||||
});
|
||||
test('arr', () => {
|
||||
assert.deepEqual(parseExpression(parse('[1,2,3]')), { kind: 'arr', items: [
|
||||
{ kind: 'num', value: 1 }, { kind: 'num', value: 2 }, { kind: 'num', value: 3 }] });
|
||||
});
|
||||
test('obj with numeric + identifier keys', () => {
|
||||
const v = parseExpression(parse('{6001:{uuid:6001},name:"x"}'));
|
||||
assert.equal(v.kind, 'obj');
|
||||
assert.deepEqual(v.props['6001'], { kind: 'obj', props: { uuid: { kind: 'num', value: 6001 } } });
|
||||
assert.deepEqual(v.props['name'], { kind: 'str', value: 'x' });
|
||||
});
|
||||
test('raw: unsupported expression preserved verbatim', () => {
|
||||
const v = parseExpression(parse('a + b'));
|
||||
assert.equal(v.kind, 'raw');
|
||||
assert.equal((v as any).text, 'a + b');
|
||||
});
|
||||
test('findExportObjectLiteral locates HeroInfo', () => {
|
||||
const src = ts.createSourceFile('x.ts',
|
||||
`export const HeroInfo: Record<number, any> = { 5011:{uuid:5011} };`, ts.ScriptTarget.Latest, true);
|
||||
const node = findExportObjectLiteral(src, 'HeroInfo');
|
||||
assert.ok(node);
|
||||
assert.equal(node!.properties.length, 1);
|
||||
});
|
||||
@@ -0,0 +1,44 @@
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { serializeValue, serializeEntry } from '../src/io/serializer';
|
||||
import { RecordValue } from '../src/io/recordValue';
|
||||
|
||||
test('serializeValue: num/str/bool', () => {
|
||||
assert.equal(serializeValue({ kind: 'num', value: 400 }), '400');
|
||||
assert.equal(serializeValue({ kind: 'str', value: '小铁卫' }), '"小铁卫"');
|
||||
assert.equal(serializeValue({ kind: 'bool', value: true }), 'true');
|
||||
});
|
||||
test('serializeValue: enumRef', () => {
|
||||
const v: RecordValue = { kind: 'enumRef', qualifier: 'FacSet', member: 'HERO' };
|
||||
assert.equal(serializeValue(v), 'FacSet.HERO');
|
||||
});
|
||||
test('serializeValue: speed', () => {
|
||||
const v: RecordValue = { kind: 'speed', level: 'Slow3' };
|
||||
assert.equal(serializeValue(v), 'AtkSpeedSet[AtkSpeedLv.Slow3].cd');
|
||||
});
|
||||
test('serializeValue: arr', () => {
|
||||
const v: RecordValue = { kind: 'arr', items: [{ kind: 'num', value: 1 }, { kind: 'num', value: 2 }] };
|
||||
assert.equal(serializeValue(v), '[1,2]');
|
||||
});
|
||||
test('serializeValue: obj', () => {
|
||||
const v: RecordValue = { kind: 'obj', props: { a: { kind: 'num', value: 1 }, b: { kind: 'str', value: 'x' } } };
|
||||
assert.equal(serializeValue(v), '{a:1,b:"x"}');
|
||||
});
|
||||
test('serializeValue: raw passthrough', () => {
|
||||
const v: RecordValue = { kind: 'raw', text: 'a + b' };
|
||||
assert.equal(serializeValue(v), 'a + b');
|
||||
});
|
||||
test('serializeEntry: all-scalar one line with trailing comma', () => {
|
||||
const v: RecordValue = { kind: 'obj', props: { uuid: { kind: 'num', value: 1 }, name: { kind: 'str', value: 'x' } } };
|
||||
assert.equal(serializeEntry('1', v), '1:{uuid:1,name:"x"},');
|
||||
});
|
||||
test('serializeEntry: nested on continuation lines', () => {
|
||||
const v: RecordValue = { kind: 'obj', props: {
|
||||
uuid: { kind: 'num', value: 5011 },
|
||||
skills: { kind: 'obj', props: { 6001: { kind: 'obj', props: { uuid: { kind: 'num', value: 6001 } } } } },
|
||||
} };
|
||||
const out = serializeEntry('5011', v);
|
||||
assert.match(out, /^5011:\{uuid:5011,$/m); // 首行:键 + 标量
|
||||
assert.match(out, / skills:\{6001:\{uuid:6001\}\},$/m); // 续行 8 空格
|
||||
assert.match(out, /^ \},$/m); // 闭合 4 空格
|
||||
});
|
||||
@@ -0,0 +1,101 @@
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { readFileSync, copyFileSync, mkdtempSync, readdirSync } from 'node:fs';
|
||||
import { tmpdir } from 'node:os';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import { dirname, join } from 'node:path';
|
||||
import { TsConfigFile } from '../src/io/TsConfigFile';
|
||||
|
||||
const here = dirname(fileURLToPath(import.meta.url));
|
||||
const fixture = join(here, 'fixtures', 'heroSet.sample.ts');
|
||||
|
||||
test('load + getKeys', () => {
|
||||
const f = new TsConfigFile(fixture, 'HeroInfo');
|
||||
f.load();
|
||||
assert.deepEqual(f.getKeys(), ['5011', '6001']);
|
||||
});
|
||||
test('read returns structured value with speed/enumRef preserved', () => {
|
||||
const f = new TsConfigFile(fixture, 'HeroInfo');
|
||||
f.load();
|
||||
const v = f.read('5011')!;
|
||||
assert.equal(v.kind, 'obj');
|
||||
assert.deepEqual(v.props['fac'], { kind: 'enumRef', qualifier: 'FacSet', member: 'HERO' });
|
||||
const skill = v.props['skills'].props['6001'];
|
||||
assert.deepEqual(skill.props['cd'], { kind: 'speed', level: 'Slow3' });
|
||||
});
|
||||
test('getText after load equals original file (no mutation on load)', () => {
|
||||
const f = new TsConfigFile(fixture, 'HeroInfo');
|
||||
f.load();
|
||||
assert.equal(f.getText(), readFileSync(fixture, 'utf8'));
|
||||
});
|
||||
test('read missing key returns null', () => {
|
||||
const f = new TsConfigFile(fixture, 'HeroInfo');
|
||||
f.load();
|
||||
assert.equal(f.read('9999'), null);
|
||||
});
|
||||
|
||||
function withTempFixture(): { dir: string; file: string } {
|
||||
const dir = mkdtempSync(join(tmpdir(), 'phcfg-'));
|
||||
const file = join(dir, 'heroSet.sample.ts');
|
||||
copyFileSync(fixture, file);
|
||||
return { dir, file };
|
||||
}
|
||||
|
||||
test('patch updates one entry; reload reads new value; other entries intact', () => {
|
||||
const { file } = withTempFixture();
|
||||
const f = new TsConfigFile(file, 'HeroInfo'); f.load();
|
||||
const v = f.read('5011')!;
|
||||
v.props['ap'] = { kind: 'num', value: 99 };
|
||||
f.patch('5011', v);
|
||||
assert.equal(f.isDirty(), true);
|
||||
assert.equal(f.save().ok, true);
|
||||
const f2 = new TsConfigFile(file, 'HeroInfo'); f2.load();
|
||||
assert.deepEqual(f2.read('5011')!.props['ap'], { kind: 'num', value: 99 });
|
||||
assert.equal(f2.read('6001')!.props['name'].value, '兽人战士'); // 另一条未破坏
|
||||
});
|
||||
|
||||
test('patch preserves speed + enumRef on reload', () => {
|
||||
const { file } = withTempFixture();
|
||||
const f = new TsConfigFile(file, 'HeroInfo'); f.load();
|
||||
const v = f.read('5011')!;
|
||||
v.props['hp'] = { kind: 'num', value: 500 };
|
||||
f.patch('5011', v); f.save();
|
||||
const f2 = new TsConfigFile(file, 'HeroInfo'); f2.load();
|
||||
const again = f2.read('5011')!;
|
||||
assert.deepEqual(again.props['fac'], { kind: 'enumRef', qualifier: 'FacSet', member: 'HERO' });
|
||||
assert.deepEqual(again.props['skills'].props['6001'].props['cd'], { kind: 'speed', level: 'Slow3' });
|
||||
});
|
||||
|
||||
test('add appends entry readable after save+reload', () => {
|
||||
const { file } = withTempFixture();
|
||||
const f = new TsConfigFile(file, 'HeroInfo'); f.load();
|
||||
f.add('5099', { kind: 'obj', props: { uuid: { kind: 'num', value: 5099 }, name: { kind: 'str', value: '新英雄' } } });
|
||||
f.save();
|
||||
const f2 = new TsConfigFile(file, 'HeroInfo'); f2.load();
|
||||
assert.ok(f2.getKeys().includes('5099'));
|
||||
assert.equal(f2.read('5099')!.props['name'].value, '新英雄');
|
||||
});
|
||||
|
||||
test('delete removes entry', () => {
|
||||
const { file } = withTempFixture();
|
||||
const f = new TsConfigFile(file, 'HeroInfo'); f.load();
|
||||
f.delete('6001'); f.save();
|
||||
const f2 = new TsConfigFile(file, 'HeroInfo'); f2.load();
|
||||
assert.ok(!f2.getKeys().includes('6001'));
|
||||
assert.ok(f2.getKeys().includes('5011'));
|
||||
});
|
||||
|
||||
test('save writes a .bak backup of the pre-save file', () => {
|
||||
const { file } = withTempFixture();
|
||||
const f = new TsConfigFile(file, 'HeroInfo'); f.load();
|
||||
const v = f.read('5011')!; v.props['hp'] = { kind: 'num', value: 1 }; f.patch('5011', v);
|
||||
f.save();
|
||||
assert.equal(readFileSync(file + '.bak', 'utf8'), readFileSync(fixture, 'utf8'));
|
||||
});
|
||||
|
||||
test('save with no edits is a no-op (ok, no .bak written)', () => {
|
||||
const { file, dir } = withTempFixture();
|
||||
const f = new TsConfigFile(file, 'HeroInfo'); f.load();
|
||||
assert.equal(f.save().ok, true);
|
||||
assert.equal(readdirSync(dir).some(p => p.endsWith('.bak')), false);
|
||||
});
|
||||
@@ -0,0 +1,67 @@
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { validate } from '../src/shared/validation';
|
||||
import { RecordValue } from '../src/io/recordValue';
|
||||
|
||||
const ctx = {
|
||||
hasSkill: (u: number) => [6001, 6301, 6501].includes(u),
|
||||
hasField: (u: number) => [7015].includes(u),
|
||||
hasHero: (u: number) => [5011, 6001].includes(u),
|
||||
heroListKeys: new Set<string>(['5011']),
|
||||
};
|
||||
|
||||
function heroObj(extra: Record<string, RecordValue> = {}): RecordValue {
|
||||
return { kind: 'obj', props: {
|
||||
uuid: { kind: 'num', value: 5011 }, name: { kind: 'str', value: 'x' }, path: { kind: 'str', value: 'p' },
|
||||
fac: { kind: 'enumRef', qualifier: 'FacSet', member: 'HERO' }, lv: { kind: 'num', value: 1 },
|
||||
type: { kind: 'enumRef', qualifier: 'HType', member: 'Melee' }, hp: { kind: 'num', value: 400 },
|
||||
ap: { kind: 'num', value: 20 },
|
||||
skills: { kind: 'obj', props: { 6001: { kind: 'obj', props: { uuid: { kind: 'num', value: 6001 }, lv: { kind: 'num', value: 1 }, cd: { kind: 'speed', level: 'Slow3' }, ccd: { kind: 'num', value: 0 } } } } },
|
||||
info: { kind: 'str', value: 'ok' },
|
||||
...extra,
|
||||
} };
|
||||
}
|
||||
|
||||
test('valid hero → no errors', () => {
|
||||
const issues = validate('hero', new Map([['5011', heroObj()]]), ctx);
|
||||
assert.equal(issues.filter(i => i.severity === 'error').length, 0);
|
||||
});
|
||||
test('duplicate uuid → error', () => {
|
||||
// 两条记录携带相同的 uuid 字段值(Map 键不同,uuid 字段相同)
|
||||
const dup = heroObj(); // uuid=5011
|
||||
const issues = validate('hero', new Map([['5011', heroObj()], ['5012', dup]]), ctx);
|
||||
assert.ok(issues.some(i => i.severity === 'error' && i.code === 'dup-uuid'));
|
||||
});
|
||||
test('missing required field → error', () => {
|
||||
const h = heroObj(); delete h.props['name'];
|
||||
const issues = validate('hero', new Map([['5011', h]]), ctx);
|
||||
assert.ok(issues.some(i => i.code === 'missing-required' && i.fieldPath === 'name'));
|
||||
});
|
||||
test('trigger slot references missing skill → error', () => {
|
||||
const h = heroObj({ atked: { kind: 'arr', items: [{ kind: 'obj', props: {
|
||||
s_uuid: { kind: 'num', value: 9999 }, t_num: { kind: 'num', value: 3 } } }] } });
|
||||
const issues = validate('hero', new Map([['5011', h]]), ctx);
|
||||
assert.ok(issues.some(i => i.code === 'dangling-ref'));
|
||||
});
|
||||
test('field list references missing field skill → error', () => {
|
||||
const h = heroObj({ field: { kind: 'arr', items: [{ kind: 'num', value: 8888 }] } });
|
||||
const issues = validate('hero', new Map([['5011', h]]), ctx);
|
||||
assert.ok(issues.some(i => i.code === 'dangling-ref'));
|
||||
});
|
||||
test('HeroList/hero consistency: fac=HERO entry missing from HeroList → error', () => {
|
||||
const ctx2 = { ...ctx, heroListKeys: new Set<string>([]) };
|
||||
const issues = validate('hero', new Map([['5011', heroObj()]]), ctx2);
|
||||
assert.ok(issues.some(i => i.code === 'herolist-inconsistent'));
|
||||
});
|
||||
test('invalid enum value → error', () => {
|
||||
const h = heroObj({ fac: { kind: 'enumRef', qualifier: 'FacSet', member: 'NOPE' } });
|
||||
const issues = validate('hero', new Map([['5011', h]]), ctx);
|
||||
assert.ok(issues.some(i => i.code === 'bad-enum'));
|
||||
});
|
||||
test('unknown overrides key → error', () => {
|
||||
const h = heroObj({ atked: { kind: 'arr', items: [{ kind: 'obj', props: {
|
||||
s_uuid: { kind: 'num', value: 6301 }, t_num: { kind: 'num', value: 3 },
|
||||
overrides: { kind: 'obj', props: { bogus: { kind: 'num', value: 1 } } } } }] } });
|
||||
const issues = validate('hero', new Map([['5011', h]]), ctx);
|
||||
assert.ok(issues.some(i => i.code === 'bad-override-key'));
|
||||
});
|
||||
29
extensions/pixelhero-config-editor/esbuild.config.mjs
Normal file
29
extensions/pixelhero-config-editor/esbuild.config.mjs
Normal file
@@ -0,0 +1,29 @@
|
||||
import { build, context } from 'esbuild';
|
||||
import { readFileSync } from 'fs';
|
||||
import { join } from 'path';
|
||||
|
||||
const watch = process.argv.includes('--watch');
|
||||
|
||||
const common = {
|
||||
bundle: true,
|
||||
sourcemap: false,
|
||||
logLevel: 'info',
|
||||
alias: { 'vue': 'vue/dist/vue.esm-bundler.js' },
|
||||
};
|
||||
|
||||
// 面板进程在 Cocos 的 Electron 渲染层运行,可访问 Node 内建(fs/path),但 vue 必须
|
||||
// 打进浏览器侧 IIFE。因此面板项用 platform:'browser' + 把 node: 内建标为 external,
|
||||
// 交由运行时解析;这样 esbuild 既不抱怨,又保持 plan 的"运行时读 static 文件"语义。
|
||||
const entries = [
|
||||
{ entryPoints: ['src/main/index.ts'], outfile: 'dist/main.js', platform: 'node', format: 'cjs', external: [] },
|
||||
{ entryPoints: ['src/panels/default/index.ts'], outfile: 'dist/panels/default.js', platform: 'browser', format: 'iife', external: ['node:fs', 'node:path'] },
|
||||
];
|
||||
|
||||
if (watch) {
|
||||
for (const e of entries) {
|
||||
const ctx = await context({ ...common, ...e });
|
||||
await ctx.watch();
|
||||
}
|
||||
} else {
|
||||
for (const e of entries) await build({ ...common, ...e });
|
||||
}
|
||||
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Reference in New Issue
Block a user