2 Commits

Author SHA1 Message Date
pan
1523aab402 refactor(hero): 统一英雄编队与出生点的位置配置
1. 将硬编码的英雄排位置常量迁移至FightSet枚举,实现单一数据源
2. 重构英雄编队逻辑,按职业优先级分为三排站位
3. 调整召唤队列,按职业优先级排序后串行登场
2026-08-20 11:11:44 +08:00
pan
8039b052d2 chore: 批量调整游戏角色与地图预制体参数
统一更新多个英雄预制体的位置、尺寸、组件配置,调整地图布局参数,清理冗余的属性覆盖配置
2026-08-20 10:37:00 +08:00
38 changed files with 727 additions and 1478 deletions

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View File

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View File

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View File

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View File

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View File

@@ -33,6 +33,9 @@
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View File

@@ -33,6 +33,9 @@
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View File

@@ -33,6 +33,9 @@
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View File

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View File

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View File

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View File

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View File

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View File

@@ -33,6 +33,9 @@
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"debugMode": false,
"_id": ""
@@ -1066,7 +1042,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 68
"__id__": 66
},
"enabledContactListener": true,
"bullet": false,
@@ -1100,7 +1076,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 70
"__id__": 68
},
"tag": 0,
"_group": 4,
@@ -1111,12 +1087,12 @@
"_offset": {
"__type__": "cc.Vec2",
"x": 0,
"y": 50
"y": 110
},
"_size": {
"__type__": "cc.Size",
"width": 30,
"height": 100
"width": 150,
"height": 220
},
"_id": ""
},
@@ -1134,7 +1110,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 72
"__id__": 70
},
"playOnLoad": false,
"_clips": [],
@@ -1158,7 +1134,7 @@
"targetOverrides": null,
"nestedPrefabInstanceRoots": [
{
"__id__": 46
"__id__": 44
},
{
"__id__": 35

View File

@@ -112,7 +112,7 @@
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": -7.84,
"y": -6.16,
"z": 0
},
"_lrot": {
@@ -736,7 +736,7 @@
"_contentSize": {
"__type__": "cc.Size",
"width": 45,
"height": 8
"height": 7
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -914,7 +914,7 @@
"_contentSize": {
"__type__": "cc.Size",
"width": 156.66666666666669,
"height": 33.333333333333336
"height": 30
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -1039,7 +1039,7 @@
"_contentSize": {
"__type__": "cc.Size",
"width": 45,
"height": 8
"height": 7
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -1569,7 +1569,7 @@
"_contentSize": {
"__type__": "cc.Size",
"width": 45,
"height": 8
"height": 7
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -2484,8 +2484,8 @@
},
"_lpos": {
"__type__": "cc.Vec3",
"x": -15,
"y": 7.5,
"x": -11.499999999999998,
"y": 11,
"z": 0
},
"_lrot": {
@@ -2525,8 +2525,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 15,
"height": 15
"width": 22,
"height": 22
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -2620,8 +2620,8 @@
},
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": 7.5,
"x": 10.400000000000002,
"y": 11,
"z": 0
},
"_lrot": {
@@ -2661,8 +2661,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 15,
"height": 15
"width": 22,
"height": 22
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -2756,8 +2756,8 @@
},
"_lpos": {
"__type__": "cc.Vec3",
"x": 15,
"y": 7.5,
"x": -11.5,
"y": 34,
"z": 0
},
"_lrot": {
@@ -2797,8 +2797,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 15,
"height": 15
"width": 22,
"height": 22
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -2892,8 +2892,8 @@
},
"_lpos": {
"__type__": "cc.Vec3",
"x": -15,
"y": 22.5,
"x": 10.4,
"y": 34,
"z": 0
},
"_lrot": {
@@ -2933,8 +2933,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 15,
"height": 15
"width": 22,
"height": 22
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -3028,8 +3028,8 @@
},
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": 22.5,
"x": -11.5,
"y": 57,
"z": 0
},
"_lrot": {
@@ -3069,8 +3069,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 15,
"height": 15
"width": 22,
"height": 22
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -3164,8 +3164,8 @@
},
"_lpos": {
"__type__": "cc.Vec3",
"x": 15,
"y": 22.5,
"x": 10.4,
"y": 57,
"z": 0
},
"_lrot": {
@@ -3205,8 +3205,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 15,
"height": 15
"width": 22,
"height": 22
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -3300,8 +3300,8 @@
},
"_lpos": {
"__type__": "cc.Vec3",
"x": -15,
"y": 37.5,
"x": -11.5,
"y": 80,
"z": 0
},
"_lrot": {
@@ -3341,8 +3341,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 15,
"height": 15
"width": 22,
"height": 22
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -3436,8 +3436,8 @@
},
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": 37.5,
"x": 10.4,
"y": 80,
"z": 0
},
"_lrot": {
@@ -3477,8 +3477,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 15,
"height": 15
"width": 22,
"height": 22
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -3637,8 +3637,8 @@
"_paddingRight": 0,
"_paddingTop": 0,
"_paddingBottom": 0,
"_spacingX": 0,
"_spacingY": 0,
"_spacingX": -0.1,
"_spacingY": 1,
"_verticalDirection": 0,
"_horizontalDirection": 0,
"_constraint": 0,

View File

@@ -2352,7 +2352,7 @@
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": -150,
"y": -155,
"z": 0
},
"_lrot": {

View File

@@ -23,6 +23,10 @@ export enum FacSet {
MON = 1,
}
export enum FightSet {
/** 英雄三排出生/编队基准 x(y 均为 BoxSet.GAME_LINE):前排迎敌、中排、后排靠左 */
HERO_ROW_FRONT_X = -200, // 前排(最靠右迎敌):坦克 / 战士
HERO_ROW_MID_X = -260, // 中排:刺客 / 射手
HERO_ROW_BACK_X = -320, // 后排(最靠左):法师 / 辅助
WAVE_COIN_BASE = 7, // 回合金币基础奖励
WAVE_COIN_GROW = 2, // 回合金币递增值
WAVE_COIN_MAX = 17, // 回合金币最大基础奖励

View File

@@ -14,7 +14,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
import { HeroViewComp } from "./HeroViewComp";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { smc } from "../common/SingletonModuleComp";
import { BoxSet, FacSet } from "../common/config/GameSet";
import { BoxSet, FacSet, FightSet } from "../common/config/GameSet";
import { HRole } from "../common/config/heroSet";
import { Node } from "cc";
@@ -54,9 +54,16 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
// ======================== 英雄编队排队 ========================
/** 编队锚点:最右迎敌位(与 MissionHeroComp.HERO_ROW_FRONT 的 x 对齐,避免循环依赖在此独立定义) */
private static readonly QUEUE_ANCHOR_X = -200;
/** 编队槽位默认间隔(像素);人数超出边界宽度时自动压缩间距 */
/**
* 三排编队锚点 x(单一数据源取自 FightSet,与 MissionHeroComp 的 HERO_ROW_FRONT/MID/BACK 一致):
* 前排 / 中排 / 后排。准备阶段按"职业优先级名次"映射到三排(见 rebuildHeroQueueSlots)。
*/
private static readonly ROW_FRONT_X = FightSet.HERO_ROW_FRONT_X;
private static readonly ROW_MID_X = FightSet.HERO_ROW_MID_X;
private static readonly ROW_BACK_X = FightSet.HERO_ROW_BACK_X;
/** 编队排队允许向左扩展到的最小 x(后排自锚点向左排开时的下限) */
private static readonly QUEUE_LEFT_LIMIT = FightSet.HERO_ROW_BACK_X - 120;
/** 编队槽位默认间隔(像素);后排人数过多时自动压缩间距 */
private static readonly QUEUE_SPACING = 30;
/** 编队槽位重算节流间隔(秒):召唤/死亡后最多延迟一次重算 */
private readonly queueRebuildInterval = 0.1;
@@ -155,8 +162,9 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
/**
* 英雄编队排队:
* 按 坦克→战士→刺客→射手→法师→辅助 的职业优先级(即 HRole 枚举值升序),
* 从最右迎敌位(QUEUE_ANCHOR_X)向左依次排开,防止同类型英雄落点重叠。
* 按 坦克→战士→刺客→射手→法师→辅助 的职业优先级(即 HRole 枚举值升序)做全局排序,
* 再按名次映射三排锚点:第 1 名→前排、第 2 名→中排、第 3 名起→后排向左排开。
* 槽位互不重叠,保证一个位置仅一个英雄。
*
* @param entity 当前英雄实体
* @param model 英雄属性(取 speed / role)
@@ -181,8 +189,10 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
const dir = targetX > selfX ? 1 : -1;
move.direction = dir;
view.scale = dir;
/** 编队排队允许突破战斗左边界(LETF_END=后排锚点),扩展至 QUEUE_LEFT_LIMIT */
const queueClamp = (x: number): number => Math.max(MoveSystem.QUEUE_LEFT_LIMIT, x);
const delta = (model.speed / 3) * this.dt * dir;
const newX = this.clampByFacBoundary(selfX + delta, model.fac);
const newX = queueClamp(selfX + delta);
if (Math.abs(newX - selfX) >= 0.01) {
view.node.setPosition(newX, view.node.position.y, 0);
view.status_change("move");
@@ -204,8 +214,14 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
/**
* 重算编队槽位:
* 收集全部存活英雄,按 职业优先级 → 出生序 → eid 稳定排序后,
* 从 QUEUE_ANCHOR_X 向左按间隔分配;人数过多时压缩间距,保证不越过 LETF_END。
* 收集全部存活英雄,按 职业优先级(HRole 升序)→ 出生序 → eid 稳定排序得到全局名次 rank,
* 再按名次映射三排锚点:
* - rank 0(最优先)→ 前排 ROW_FRONT_X
* - rank 1 → 中排 ROW_MID_X
* - rank ≥ 2 → 后排,自 ROW_BACK_X 起按 (rank-1) 个间隔向左依次排开
* 效果:高优先级职业永远占据更靠前的排;当更高优先级英雄插入时,低优先级英雄自动向后让位
* (如 近战+射手+近战 → 两近战分占前/中排,射手被挤到后排)。
* 后排人数过多时压缩间距,下限不越过 QUEUE_LEFT_LIMIT。
*/
private rebuildHeroQueueSlots(): void {
const heroes: { eid: number; role: number; spawnOrder: number }[] = [];
@@ -223,15 +239,25 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
(a.eid - b.eid)
);
const count = heroes.length;
const maxWidth = MoveSystem.QUEUE_ANCHOR_X - BoxSet.LETF_END;
const spacing = count > 1
? Math.min(MoveSystem.QUEUE_SPACING, maxWidth / (count - 1))
: 0;
/** 后排人数 = 总名次从 rank2 起的数量,用于预压缩间距 */
const backCount = Math.max(0, heroes.length - 2);
const backMaxWidth = MoveSystem.ROW_BACK_X - MoveSystem.QUEUE_LEFT_LIMIT;
const backSpacing = backCount > 1
? Math.min(MoveSystem.QUEUE_SPACING, backMaxWidth / (backCount - 1))
: MoveSystem.QUEUE_SPACING;
this.queueSlots.length = 0;
for (let i = 0; i < count; i++) {
this.queueSlots.push({ eid: heroes[i].eid, targetX: MoveSystem.QUEUE_ANCHOR_X - i * spacing });
for (let rank = 0; rank < heroes.length; rank++) {
let targetX: number;
if (rank === 0) {
targetX = MoveSystem.ROW_FRONT_X;
} else if (rank === 1) {
targetX = MoveSystem.ROW_MID_X;
} else {
/** 后排:rank2 在锚点,rank3 起向左排开 */
targetX = MoveSystem.ROW_BACK_X - (rank - 2) * backSpacing;
}
this.queueSlots.push({ eid: heroes[rank].eid, targetX });
}
}

View File

@@ -7,7 +7,8 @@
* 2. 管理英雄的出生点和掉落动画。
*
* 关键设计:
* - summon_queue + processSummonQueue() 确保召唤请求 **串行处理**。
* - summon_queue + processSummonQueue() 确保召唤请求 **串行处理**,
* 且队列按职业优先级(坦克→战士→刺客→射手→法师→辅助)排序后依次登场。
* - spawnHeroAt 负责生成英雄;允许同 uuid 重复召唤,多个相同英雄可同时站场。
* - 英雄可通过升级卡(SpecialUpgrade)升级。
*
@@ -17,8 +18,8 @@
* revive 系技能为"濒死回血"(血量归零时消耗次数回血续命),不触发真死。
*
* 出生点规则:
* 按攻击类型(HType)落排:近战 → 前排(x=-200,最靠右迎敌),
* 中距 → 中排(x=-260),远程 → 后排(x=-320,最靠左)。
* 按职业定位(HRole)落排:坦克/战士 → 前排(x=-200,最靠右迎敌),
* 刺客/射手 → 中排(x=-260),法师/辅助 → 后排(x=-320,最靠左)。
* 同类型落点不再做 ± 偏移展开,落点重叠由 MoveSystem 的编队排队解决
* (准备阶段按职业优先级 坦克→战士→刺客→射手→法师→辅助 从最右向左排开)。
* posIndex 取 heroGrid 全局空闲下标(0~9)用于网格登记/索敌,与落点解耦。
@@ -36,10 +37,10 @@ import { Hero } from "../hero/Hero";
import { smc } from "../common/SingletonModuleComp";
import { Timer } from "db://oops-framework/core/common/timer/Timer";
import { GameEvent } from "../common/config/GameEvent";
import { HeroInfo, HType } from "../common/config/heroSet";
import { HeroInfo, HRole } from "../common/config/heroSet";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { FacSet, BoxSet } from "../common/config/GameSet";
import { FacSet, BoxSet, FightSet } from "../common/config/GameSet";
import { MoveComp } from "../hero/MoveComp";
const { ccclass } = _decorator;
@@ -55,27 +56,32 @@ export class MissionHeroComp extends CCComp {
// ======================== 常量 ========================
/**
* 三排出生基准点(y 均为 BoxSet.GAME_LINE):
* - 前排 x=-200(最靠右迎敌):战士 / 坦克
* - 中排 x=-260:射手 / 刺客
* - 后排 x=-320(最靠左):辅助 / 法师
* 三排出生基准点(y 均为 BoxSet.GAME_LINE,x 取自 FightSet):
* - 前排 x=FightSet.HERO_ROW_FRONT_X(最靠右迎敌):坦克 / 战士
* - 中排 x=FightSet.HERO_ROW_MID_X:刺客 / 射手
* - 后排 x=FightSet.HERO_ROW_BACK_X(最靠左):法师 / 辅助
*/
public static readonly HERO_ROW_FRONT = v3(-200, BoxSet.GAME_LINE, 0)
public static readonly HERO_ROW_MID = v3(-260, BoxSet.GAME_LINE, 0)
public static readonly HERO_ROW_BACK = v3(-320, BoxSet.GAME_LINE, 0)
public static readonly HERO_ROW_FRONT = v3(FightSet.HERO_ROW_FRONT_X, BoxSet.GAME_LINE, 0)
public static readonly HERO_ROW_MID = v3(FightSet.HERO_ROW_MID_X, BoxSet.GAME_LINE, 0)
public static readonly HERO_ROW_BACK = v3(FightSet.HERO_ROW_BACK_X, BoxSet.GAME_LINE, 0)
/**
* 攻击类型 → 出生排映射:
* 近战 → 前排,中距 → 中排(优先中间位),远程 → 后排。
* 职业定位 → 出生排映射:
* 坦克/战士 → 前排,刺客/射手 → 中排,法师/辅助 → 后排。
*/
private static readonly TYPE_ROW: Record<HType, Vec3> = {
[HType.Melee]: MissionHeroComp.HERO_ROW_FRONT,
[HType.Mid]: MissionHeroComp.HERO_ROW_MID,
[HType.Long]: MissionHeroComp.HERO_ROW_BACK,
private static readonly ROLE_ROW: Record<HRole, Vec3> = {
[HRole.Tank]: MissionHeroComp.HERO_ROW_FRONT,
[HRole.Warrior]: MissionHeroComp.HERO_ROW_FRONT,
[HRole.Assassin]: MissionHeroComp.HERO_ROW_MID,
[HRole.Archer]: MissionHeroComp.HERO_ROW_MID,
[HRole.Mage]: MissionHeroComp.HERO_ROW_BACK,
[HRole.Support]: MissionHeroComp.HERO_ROW_BACK,
};
/** 英雄出生时的掉落高度(从空中落到地面的像素差) */
private static readonly HERO_DROP_HEIGHT = 260
/** 召唤登场间隔(秒):保证"依次上场"节奏,避免同帧堆叠掉落 */
private static readonly SUMMON_INTERVAL = 0.35
// ======================== 运行时属性 ========================
@@ -89,8 +95,8 @@ export class MissionHeroComp extends CCComp {
current_hero_num: number = -1
/** 是否正在消费召唤队列(防止并发) */
is_processing_queue: boolean = false
/** 召唤请求队列:保证召唤按顺序串行执行 */
summon_queue: { uuid: number; hero_lv: number; card_lv: number }[] = []
/** 召唤请求队列:按职业优先级排序后串行登场 */
summon_queue: { uuid: number; hero_lv: number; card_lv: number; role: HRole }[] = []
/** 英雄出生序计数器(编队排队/渲染排序的稳定决胜) */
private heroSpawnOrder = 0
/** 预留英雄列表 */
@@ -155,8 +161,8 @@ export class MissionHeroComp extends CCComp {
/**
* 召唤请求入口:
* 从事件参数中提取 uuid / hero_lv / card_lv,放入串行队列。
* 二合一:同 uuid 已召唤且等级未达上限时允许入队,由 handleSingleSummon 执行合成;
* 同 uuid 且等级已达上限时拒绝(只能通过升级卡继续提升之外无法再合成)。
* 队列按职业优先级(坦克→战士→刺客→射手→法师→辅助,HRole 升序)排序,
* 保证高优先级职业先登场。
*
* @param event 事件名
* @param args { uuid, hero_lv, card_lv }
@@ -169,8 +175,11 @@ export class MissionHeroComp extends CCComp {
const outer_lv = smc.getHeroOuterLv(uuid);
const hero_lv = Math.max(outer_lv, Math.max(1, Number(payload?.hero_lv ?? 1)));
const card_lv = Math.max(1, Number(payload?.card_lv ?? 1));
const role = HeroInfo[uuid]?.role ?? HRole.Support;
this.summon_queue.push({ uuid, hero_lv, card_lv });
this.summon_queue.push({ uuid, hero_lv, card_lv, role });
// 按职业优先级稳定排序:HRole 升序,同职业保持入队先后
this.summon_queue.sort((a, b) => a.role - b.role);
this.processSummonQueue();
}
@@ -178,17 +187,17 @@ export class MissionHeroComp extends CCComp {
/**
* 为英雄分配出生槽位:
* 按攻击类型取三排基准点(近战前排、中距优先中排、远程后排),同类型不再做横向偏移展开;
* 按职业定位取三排基准点(坦克/战士前排、刺客/射手中排、法师/辅助后排),同类型不再做横向偏移展开;
* 落点重叠由 MoveSystem 的编队排队(按职业优先级从最右向左排开)负责分开。
*
* 槽位编码:posIndex 直接取 heroGrid 的全局空闲下标(0~9),与落点无映射。
*
* @param type 英雄攻击类型(HType,决定所属排)
* @param role 英雄职业定位(HRole,决定所属排)
* @param heroes 当前存活英雄列表(spawnHeroAt 在实体创建前快照,避免复用池残留实体干扰网格判定)
* @returns { posIndex heroGrid 空闲下标(-1 表示满员未登记), landingPos 落地点 }
*/
private pickSpawnSlotForHero(type: HType, heroes: Hero[]): { posIndex: number; landingPos: Vec3 } {
const basePos = MissionHeroComp.TYPE_ROW[type] ?? MissionHeroComp.HERO_ROW_MID;
private pickSpawnSlotForHero(role: HRole, heroes: Hero[]): { posIndex: number; landingPos: Vec3 } {
const basePos = MissionHeroComp.ROLE_ROW[role] ?? MissionHeroComp.HERO_ROW_MID;
// 已登记的网格下标集合(仅用于 posIndex 分配)
const occupiedGrid = new Set<number>();
@@ -209,7 +218,7 @@ export class MissionHeroComp extends CCComp {
/**
* 生成一个英雄:
* - 按攻击类型落排基准点(近战前排 / 中距中排 / 远程后排),不做横向偏移。
* - 按职业定位落排基准点(坦克/战士前排、刺客/射手中排、法师/辅助后排),不做横向偏移。
* - 计算出生点(空中)和落点(地面),播放掉落动画。
* - 落地后由 MoveSystem 按职业优先级从最右向左排队分开。
*
@@ -221,13 +230,13 @@ export class MissionHeroComp extends CCComp {
private spawnHeroAt(uuid: number, hero_lv: number, card_lv: number) {
let hero = ecs.getEntity<Hero>(Hero);
let scale = 1
const type = HeroInfo[uuid]?.type ?? HType.Mid;
const role = HeroInfo[uuid]?.role ?? HRole.Support;
const heroes = this.getAllHeroes().filter(h => {
const m = h.get(HeroAttrsComp);
return !!m && !m.is_dead;
});
const slot = this.pickSpawnSlotForHero(type, heroes);
const slot = this.pickSpawnSlotForHero(role, heroes);
const finalPosIndex = slot.posIndex;
const landingPos = slot.landingPos;
@@ -271,7 +280,7 @@ export class MissionHeroComp extends CCComp {
/**
* 串行消费召唤队列:
* 使用 is_processing_queue 标志防止同帧多次调用。
* 逐个取出队列中的请求并处理。
* 队列已按职业优先级排序,逐个取出并间隔登场,保证"依次上场"的节奏。
*/
private async processSummonQueue() {
if (this.is_processing_queue) return;
@@ -281,6 +290,10 @@ export class MissionHeroComp extends CCComp {
const payload = this.summon_queue.shift();
if (!payload) continue;
this.spawnHeroAt(payload.uuid, payload.hero_lv, payload.card_lv);
// 登场间隔:让掉落动画逐个播放,避免同帧堆叠
if (this.summon_queue.length > 0) {
await new Promise<void>(resolve => setTimeout(resolve, MissionHeroComp.SUMMON_INTERVAL * 1000));
}
}
} finally {
this.is_processing_queue = false;