Compare commits
11 Commits
fdcd81c083
...
new2
| Author | SHA1 | Date | |
|---|---|---|---|
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1bb275607a | ||
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95bf2a4e17 | ||
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3f2989ab55 | ||
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577a62193c | ||
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8f89dd11fa | ||
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c10e24709d | ||
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f92502f4f5 | ||
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fa58f699d9 | ||
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90e8a4a284 | ||
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39de30b9b4 | ||
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8707316032 |
@@ -11,29 +11,32 @@
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||||
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@@ -90,7 +93,8 @@
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@@ -140,7 +144,98 @@
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@@ -11,29 +11,32 @@
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"enableTrsBlending": false,
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"_events": [
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"frame": 0.08333333333333333,
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"frame": 0.16666666666666666,
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"func": "",
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"frame": 0.08333333333333333,
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"func": "atk",
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@@ -89,7 +92,8 @@
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@@ -135,7 +139,95 @@
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@@ -11,29 +11,32 @@
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@@ -88,7 +91,8 @@
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@@ -130,7 +134,115 @@
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@@ -11,39 +11,32 @@
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@@ -165,7 +159,115 @@
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@1b470",
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||||
"__expectedType__": "cc.SpriteFrame"
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||||
},
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||||
null
|
||||
]
|
||||
},
|
||||
{
|
||||
"__type__": "cc.animation.ObjectTrack",
|
||||
"_binding": {
|
||||
"__type__": "cc.animation.TrackBinding",
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||||
"path": {
|
||||
"__id__": 8
|
||||
},
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||||
"proxy": null
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||||
},
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||||
"_channel": {
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||||
"__id__": 11
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||||
}
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||||
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||||
{
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||||
"__type__": "cc.animation.TrackPath",
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||||
"_paths": [
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{
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||||
"__id__": 9
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||||
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{
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"__id__": 10
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},
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||||
"spriteFrame"
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||||
]
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},
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||||
{
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||||
"__type__": "cc.animation.HierarchyPath",
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||||
"path": "electric-slash-horizontal1"
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||||
},
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||||
{
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||||
"__type__": "cc.animation.ComponentPath",
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||||
"component": "cc.Sprite"
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||||
},
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||||
{
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||||
"__type__": "cc.animation.Channel",
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||||
"_curve": {
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||||
"__id__": 12
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||||
}
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||||
},
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||||
{
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||||
"__type__": "cc.ObjectCurve",
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||||
"_times": [
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||||
0,
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||||
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0.25,
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0.2916666666666667,
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0.3333333333333333,
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0.375,
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||||
0.4166666666666667,
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0.4583333333333333,
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0.5,
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0.5416666666666666,
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0.5833333333333334,
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||||
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0.7083333333333334
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||||
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||||
"_values": [
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||||
null,
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||||
{
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@f6490",
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||||
"__expectedType__": "cc.SpriteFrame"
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||||
},
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{
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@6c874",
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||||
"__expectedType__": "cc.SpriteFrame"
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{
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@5b5e5",
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"__expectedType__": "cc.SpriteFrame"
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@161b8",
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||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@01fef",
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||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@70d19",
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||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@34499",
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"__expectedType__": "cc.SpriteFrame"
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{
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||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@9ec10",
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"__expectedType__": "cc.SpriteFrame"
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{
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||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@9e7f6",
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||||
"__expectedType__": "cc.SpriteFrame"
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{
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||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@99406",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
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||||
null
|
||||
]
|
||||
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|
||||
{
|
||||
|
||||
921
assets/resources/game/skill/anm/atk/fb-8.anim
Normal file
921
assets/resources/game/skill/anm/atk/fb-8.anim
Normal file
@@ -0,0 +1,921 @@
|
||||
[
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
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||||
"_name": "fb-8",
|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
"_native": "",
|
||||
"sample": 20,
|
||||
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|
||||
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|
||||
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|
||||
"_duration": 1.4,
|
||||
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|
||||
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|
||||
{
|
||||
"__id__": 1
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||||
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|
||||
{
|
||||
"__id__": 7
|
||||
},
|
||||
{
|
||||
"__id__": 13
|
||||
},
|
||||
{
|
||||
"__id__": 24
|
||||
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|
||||
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|
||||
"_exoticAnimation": null,
|
||||
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|
||||
{
|
||||
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|
||||
"func": "",
|
||||
"params": []
|
||||
},
|
||||
{
|
||||
"frame": 0,
|
||||
"func": "atk",
|
||||
"params": []
|
||||
},
|
||||
{
|
||||
"frame": 0.6,
|
||||
"func": "",
|
||||
"params": []
|
||||
},
|
||||
{
|
||||
"frame": 0.6,
|
||||
"func": "atk",
|
||||
"params": []
|
||||
},
|
||||
{
|
||||
"frame": 1.2,
|
||||
"func": "",
|
||||
"params": []
|
||||
},
|
||||
{
|
||||
"frame": 1.2,
|
||||
"func": "atk",
|
||||
"params": []
|
||||
}
|
||||
],
|
||||
"_embeddedPlayers": [],
|
||||
"_additiveSettings": {
|
||||
"__id__": 35
|
||||
},
|
||||
"_auxiliaryCurveEntries": []
|
||||
},
|
||||
{
|
||||
"__type__": "cc.animation.ObjectTrack",
|
||||
"_binding": {
|
||||
"__type__": "cc.animation.TrackBinding",
|
||||
"path": {
|
||||
"__id__": 2
|
||||
},
|
||||
"proxy": null
|
||||
},
|
||||
"_channel": {
|
||||
"__id__": 5
|
||||
}
|
||||
},
|
||||
{
|
||||
"__type__": "cc.animation.TrackPath",
|
||||
"_paths": [
|
||||
{
|
||||
"__id__": 3
|
||||
},
|
||||
{
|
||||
"__id__": 4
|
||||
},
|
||||
"spriteFrame"
|
||||
]
|
||||
},
|
||||
{
|
||||
"__type__": "cc.animation.HierarchyPath",
|
||||
"path": "Node"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.animation.ComponentPath",
|
||||
"component": "cc.Sprite"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.animation.Channel",
|
||||
"_curve": {
|
||||
"__id__": 6
|
||||
}
|
||||
},
|
||||
{
|
||||
"__type__": "cc.ObjectCurve",
|
||||
"_times": [
|
||||
0,
|
||||
0.05,
|
||||
0.1,
|
||||
0.15,
|
||||
0.2,
|
||||
0.25,
|
||||
0.3,
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||||
0.35,
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0.4,
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||||
0.45,
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0.5,
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||||
0.55,
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0.6,
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0.65,
|
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0.75,
|
||||
0.8,
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0.85,
|
||||
0.9,
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0.95,
|
||||
1,
|
||||
1.05,
|
||||
1.1,
|
||||
1.15,
|
||||
1.2,
|
||||
1.25,
|
||||
1.3,
|
||||
1.35
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||||
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||||
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{
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@55402",
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@2ac32",
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||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
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{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@a38c9",
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||||
"__expectedType__": "cc.SpriteFrame"
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||||
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||||
{
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||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@005f7",
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||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
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||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@d585f",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
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||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@740a0",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@6b34e",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
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|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@55402",
|
||||
"__expectedType__": "cc.SpriteFrame"
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||||
},
|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@2ac32",
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||||
"__expectedType__": "cc.SpriteFrame"
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|
||||
{
|
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@a38c9",
|
||||
"__expectedType__": "cc.SpriteFrame"
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{
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@005f7",
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||||
"__expectedType__": "cc.SpriteFrame"
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||||
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},
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@740a0",
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"__expectedType__": "cc.SpriteFrame"
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{
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@6b34e",
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{
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@55402",
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@2ac32",
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@a38c9",
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{
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||||
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||||
"__expectedType__": "cc.SpriteFrame"
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|
||||
{
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||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@55402",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@2ac32",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@a38c9",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@005f7",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@d585f",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@740a0",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@6b34e",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
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}
|
||||
]
|
||||
},
|
||||
{
|
||||
"__type__": "cc.animation.ObjectTrack",
|
||||
"_binding": {
|
||||
"__type__": "cc.animation.TrackBinding",
|
||||
"path": {
|
||||
"__id__": 8
|
||||
},
|
||||
"proxy": null
|
||||
},
|
||||
"_channel": {
|
||||
"__id__": 11
|
||||
}
|
||||
},
|
||||
{
|
||||
"__type__": "cc.animation.TrackPath",
|
||||
"_paths": [
|
||||
{
|
||||
"__id__": 9
|
||||
},
|
||||
{
|
||||
"__id__": 10
|
||||
},
|
||||
"spriteFrame"
|
||||
]
|
||||
},
|
||||
{
|
||||
"__type__": "cc.animation.HierarchyPath",
|
||||
"path": "Node-001"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.animation.ComponentPath",
|
||||
"component": "cc.Sprite"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.animation.Channel",
|
||||
"_curve": {
|
||||
"__id__": 12
|
||||
}
|
||||
},
|
||||
{
|
||||
"__type__": "cc.ObjectCurve",
|
||||
"_times": [
|
||||
0,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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|
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
1.05,
|
||||
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|
||||
1.15,
|
||||
1.2,
|
||||
1.25,
|
||||
1.3,
|
||||
1.35
|
||||
],
|
||||
"_values": [
|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@55402",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@2ac32",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@a38c9",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@005f7",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
|
||||
{
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||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@d585f",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@740a0",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@6b34e",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@55402",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@2ac32",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@a38c9",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
},
|
||||
{
|
||||
"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@005f7",
|
||||
"__expectedType__": "cc.SpriteFrame"
|
||||
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13
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526
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526
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}
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"__id__": 13
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"y": -30,
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"_mobility": 0,
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"g": 255,
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"__expectedType__": "cc.SpriteFrame"
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},
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"_type": 0,
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"_fillType": 0,
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"_sizeMode": 1,
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"_fillCenter": {
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"__type__": "cc.Vec2",
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"x": 0,
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"y": 0
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},
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"_fillStart": 0,
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"_fillRange": 0,
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"_isTrimmedMode": true,
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"_useGrayscale": false,
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"_atlas": {
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"__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20",
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"__expectedType__": "cc.SpriteAtlas"
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},
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"_id": ""
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},
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{
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"__type__": "cc.CompPrefabInfo",
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},
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"__id__": 15
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},
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"_contentSize": {
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"__type__": "cc.Size",
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"width": 200,
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"height": 100
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},
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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"x": 0.5,
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"y": 0.3
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"__prefab": {
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"__id__": 17
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},
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"atk_x": 0,
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"atk_y": 0,
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"runType": 3,
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"endType": 0,
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"speed": 720,
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"time": 0,
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"distance": 0,
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"forceStartX": -1,
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"forceStartY": -1,
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"summon_target_mode": 2,
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"summon_x_offset": 0,
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"summon_y_offset": 0,
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"summon_interval": 0.5,
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},
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},
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"__prefab": {
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"__id__": 19
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},
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"enabledContactListener": true,
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"bullet": false,
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"awakeOnLoad": true,
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"_group": 1,
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"_type": 1,
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"_allowSleep": false,
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"_gravityScale": 1,
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"_linearDamping": 0,
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"_angularDamping": 0,
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"y": 0
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},
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"playOnLoad": true,
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{
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]
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13
assets/resources/game/skill/atk/maxm7.prefab.meta
Normal file
13
assets/resources/game/skill/atk/maxm7.prefab.meta
Normal file
@@ -0,0 +1,13 @@
|
||||
{
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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": "2316d214-bb61-434e-a056-48793e72dcce",
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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": "maxm7"
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}
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}
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File diff suppressed because it is too large
Load Diff
@@ -48,11 +48,9 @@ export interface GameDate {
|
||||
talent_lv?: number,
|
||||
/** 天赋当前等级已累计的经验值 */
|
||||
talent_exp?: number,
|
||||
/** 关卡进度存档:当前章节-关-节 */
|
||||
/** 关卡进度存档:当前关卡号(无限关模式只记关卡号,回合恒从 1 开始) */
|
||||
stage_progress?: {
|
||||
chapter: number,
|
||||
stage: number,
|
||||
section: number,
|
||||
},
|
||||
/** 奖励领取状态:段位/闯关首达奖励的已领取标记(玩家点击领取) */
|
||||
reward_claimed?: {
|
||||
@@ -61,7 +59,7 @@ export interface GameDate {
|
||||
/** 已领取的大关号 */
|
||||
stage: number[],
|
||||
},
|
||||
/** 已通关大关的显式标记(覆盖存档停留场景,如第 10 关通关后进度停留 1-10-10) */
|
||||
/** 已通关大关的显式标记(历史遗留字段,无限关模式不再写入;仅用于兼容读取旧存档) */
|
||||
passed_stages?: number[],
|
||||
}
|
||||
export interface CloudData {
|
||||
@@ -152,11 +150,9 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
talent_lv: 0,
|
||||
/** 当前等级已累计经验 */
|
||||
talent_exp: 0,
|
||||
/** 关卡进度存档:默认从 1-1-1 开始 */
|
||||
/** 关卡进度存档:默认从第 1 关开始 */
|
||||
stage_progress: {
|
||||
chapter: 1,
|
||||
stage: 1,
|
||||
section: 1,
|
||||
},
|
||||
/** 奖励领取状态(玩家点击领取,跨局保留) */
|
||||
reward_claimed: {
|
||||
@@ -238,9 +234,7 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
switch_music: true, // 音乐开关(MVVM绑定字段)
|
||||
/** 关卡进度(MVVM绑定字段,镜像 data.stage_progress,供 HUD 实时显示) */
|
||||
stage_progress: {
|
||||
chapter: 1,
|
||||
stage: 1,
|
||||
section: 1,
|
||||
},
|
||||
};
|
||||
|
||||
@@ -352,26 +346,26 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
* 将 data 层的关卡进度镜像到 vmdata 视图层(MVVM 绑定字段)。
|
||||
* Why: data.stage_progress 为云端持久权威源,vmdata.stage_progress 仅供 HUD 绑定展示;
|
||||
* 登录覆盖、关卡推进后都必须调用本方法保持镜像一致。
|
||||
* 旧版三段存档(chapter/stage/section)在同步时归一化为 stage 单字段。
|
||||
*/
|
||||
public syncStageProgressToView(): void {
|
||||
const p = this.data.stage_progress;
|
||||
// 就地更新字段而非整体替换对象:oops VM(JsonOb)只通知被赋值属性的精确路径,
|
||||
// 整体替换仅派发 VC:data.stage_progress,不会触发 HUD 绑定的
|
||||
// data.stage_progress.section 等嵌套末端路径刷新,导致进度显示停留在老节
|
||||
const view = this.vmdata.stage_progress;
|
||||
view.chapter = p?.chapter ?? 1;
|
||||
view.stage = p?.stage ?? 1;
|
||||
view.section = p?.section ?? 1;
|
||||
// 旧存档归一化:兼容历史 chapter/stage/section 三段结构,仅提取 stage
|
||||
const stage = Math.max(1, Math.floor(p?.stage ?? 1));
|
||||
if (p && (p.stage !== stage || (p as any).chapter !== undefined || (p as any).section !== undefined)) {
|
||||
this.data.stage_progress = { stage };
|
||||
}
|
||||
this.vmdata.stage_progress.stage = stage;
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新关卡进度(权威源 data + 视图镜像 vmdata),并派发事件刷新 UI。
|
||||
* Why: 替代直接赋值 smc.data.stage_progress,保证视图层实时同步。
|
||||
* @param progress 新的关卡进度(章节/大关/小节均从 1 开始)
|
||||
* @param progress 新的关卡进度(仅关卡号,从 1 开始)
|
||||
* @param is_sync 是否标记脏并触发云端/本地同步
|
||||
*/
|
||||
public updateStageProgress(progress: { chapter: number; stage: number; section: number }, is_sync: boolean = true): void {
|
||||
this.data.stage_progress = { ...progress };
|
||||
public updateStageProgress(progress: { stage: number }, is_sync: boolean = true): void {
|
||||
this.data.stage_progress = { stage: Math.max(1, Math.floor(progress.stage)) };
|
||||
this.syncStageProgressToView();
|
||||
if (is_sync) {
|
||||
gameDataSync.markDataDirty();
|
||||
@@ -452,20 +446,18 @@ export class SingletonModuleComp extends ecs.Comp {
|
||||
}
|
||||
|
||||
/**
|
||||
* 标记大关已通关(通关点调用,覆盖存档停留场景)
|
||||
* Why: 第 10 关通关后存档停留 1-10-10,无法从 stage_progress 推导已通状态,
|
||||
* 需在通关时显式写入。
|
||||
* @param stage 大关号
|
||||
* 标记大关已通关(历史遗留入口)
|
||||
* Why: 旧版本第 10 关通关后存档停留,无法从 stage_progress 推导已通状态,需显式标记;
|
||||
* 无限关模式存档永远推进,判定已通可直接由 stage_progress 推导,无需再写入。
|
||||
* 保留空实现以避免破坏外部调用方(若有旧存档读取场景走 passed_stages 兼容)。
|
||||
* @param _stage 大关号(未使用,保留签名兼容)
|
||||
* @deprecated 无限关模式无需调用,保留仅为兼容旧代码引用
|
||||
*/
|
||||
public markStagePassed(stage: number): void {
|
||||
if (!this.data.passed_stages) this.data.passed_stages = [];
|
||||
if (!this.data.passed_stages.includes(stage)) {
|
||||
this.data.passed_stages.push(stage);
|
||||
gameDataSync.markDataDirty();
|
||||
}
|
||||
public markStagePassed(_stage: number): void {
|
||||
// 无限关模式不再写入 passed_stages
|
||||
}
|
||||
|
||||
/** 判定大关是否已通关:显式标记优先,存档推进兜底(已进入后续关即已通关) */
|
||||
/** 判定大关是否已通关:旧存档显式标记兼容,无限关以存档关卡号推导(已进入后续关即已通关) */
|
||||
private isStagePassed(stage: number): boolean {
|
||||
if ((this.data.passed_stages ?? []).includes(stage)) return true;
|
||||
return (this.data.stage_progress?.stage ?? 1) > stage;
|
||||
|
||||
@@ -104,15 +104,15 @@ export enum GameEvent {
|
||||
STAGE_PROGRESS_UPDATE = "STAGE_PROGRESS_UPDATE",
|
||||
/** 奖励领取完成(payload 为空,UI 刷新待领取列表/红点) */
|
||||
REWARD_CLAIMED = "REWARD_CLAIMED",
|
||||
/** 小节开始(payload: { chapter, stage, section },MissionMonComp 据此生成怪物) */
|
||||
/** 回合开始(payload: { stage, section },MissionMonComp 据此生成怪物) */
|
||||
SectionStart = "SectionStart",
|
||||
/** 小节结束(payload: { chapter, stage, section },玩家点击"下一节"后推进) */
|
||||
/** @deprecated 已废弃:无限关模式无节间结算,回合自动推进,勿再监听 */
|
||||
SectionEnd = "SectionEnd",
|
||||
/** 大关结束(payload: { chapter, stage },10 节打完) */
|
||||
/** @deprecated 已废弃:无限关模式无大关结算,勿再监听 */
|
||||
StageEnd = "StageEnd",
|
||||
/** 章节结束(payload: { chapter },10 关打完) */
|
||||
/** @deprecated 已废弃:无限关模式无章节概念,勿再监听 */
|
||||
ChapterEnd = "ChapterEnd",
|
||||
/** 结算弹窗点击"下一节"(payload 为空,MissionComp 据此推进到下一小节) */
|
||||
/** @deprecated 已废弃:无限关模式无"下一节"手动推进,勿再监听 */
|
||||
NextSection = "NextSection",
|
||||
/** 结算弹窗点击"再来一次"(payload 为空,MissionComp 据此重开本关) */
|
||||
RestartMission = "RestartMission",
|
||||
|
||||
@@ -65,6 +65,16 @@ export enum EType {
|
||||
timeEnd = 1, //碰撞够也不消失,时间到才消失
|
||||
collision = 2, //碰撞次数够就消失
|
||||
}
|
||||
|
||||
/**
|
||||
* 召唤类技能(summon_count>1)多次施放的目标选择模式(由技能 prefab 上 SkillView 配置)。
|
||||
* 仅对敌方目标技能生效;友方/自身技能不走该逻辑。
|
||||
*/
|
||||
export enum SummonTMode {
|
||||
same = 0, // 同一敌人:所有召唤物锁定施法时选定的目标(默认,原行为)
|
||||
random = 1, // 随机敌人:每次出手时从射程内敌人中随机锁定一个
|
||||
unique = 2, // 避免相同敌人:优先锁定本轮尚未选过的敌人,一轮选完后重置再选
|
||||
}
|
||||
//debuff类型
|
||||
|
||||
|
||||
@@ -318,6 +328,21 @@ export const SkillSet: Record<number, SkillConfig> = {
|
||||
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true,
|
||||
RType: RType.bezier, EType: EType.collision, info: "红瓶抛射物",
|
||||
},
|
||||
6013: {
|
||||
uuid: 6013, name: "闪电", sp_name: "m3", icon: "109-Red-Potion", 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.fixedEnd, EType: EType.collision, info: "闪电",
|
||||
},
|
||||
6014: {
|
||||
uuid: 6014, name: "小火球", sp_name: "m4", icon: "109-Red-Potion", 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.fixedEnd, EType: EType.collision, info: "小火球",
|
||||
},
|
||||
6015: {
|
||||
uuid: 6015, name: "小飓风", sp_name: "m5", icon: "109-Red-Potion", 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.fixedEnd, EType: EType.collision, info: "小飓风抛",
|
||||
},
|
||||
// ==================== 群体大招(按职业分段:6100-6149 坦克/战士、6150-6199 刺客/射手、6200-6249 法师/辅助) ====================
|
||||
// 坦克/战士群体攻击大招
|
||||
6100: {
|
||||
@@ -336,8 +361,8 @@ export const SkillSet: Record<number, SkillConfig> = {
|
||||
RType: RType.bezier, EType: EType.collision, info: "火焰斩动画",//英雄配置技能的时候,可以叠加暴击debuff
|
||||
},
|
||||
6103: {
|
||||
uuid: 6103, name: "闪电斩", sp_name: "atk5", icon: "100-Enchant-Magic", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "max0",
|
||||
DTType: DTType.single, para: 30, ap: 150, hit_count: 5, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true,
|
||||
uuid: 6103, name: "闪电斩", sp_name: "atk6", icon: "100-Enchant-Magic", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "max0",
|
||||
DTType: DTType.single, ap: 150, hit_count: 5, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true,
|
||||
RType: RType.bezier, EType: EType.collision, info: "闪电斩动画",//英雄配置技能的时候,可以疲惫触发闪电系追加技能
|
||||
},
|
||||
6104: {
|
||||
@@ -364,22 +389,22 @@ export const SkillSet: Record<number, SkillConfig> = {
|
||||
},
|
||||
6201: {
|
||||
uuid: 6201, name: "飓风", sp_name: "maxm2", icon: "98-Enchant-Wind", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "max1",
|
||||
DTType: DTType.single, ap: 100, hit_count: 2, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
DTType: DTType.single, ap: 100, hit_count: 99, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
RType: RType.linear, EType: EType.collision, info: "一个飓风",
|
||||
},
|
||||
6202: {
|
||||
uuid: 6202, name: "毒气弹", sp_name: "maxm4", icon: "o_warlock_hyzy_skill", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "max1",
|
||||
DTType: DTType.single, ap: 100, hit_count: 2, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
RType: RType.linear, EType: EType.collision, bezier_start_y: 20, bezier_mid_y: 140, bezier_arc: 1.05, info: "一个大毒气弹",
|
||||
},
|
||||
6203: {
|
||||
uuid: 6203, name: "能量波", sp_name: "maxm5", icon: "b_priest_kx_skill", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "max1",
|
||||
DTType: DTType.single, ap: 100, hit_count: 2, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
RType: RType.linear, EType: EType.collision, bezier_start_y: 20, bezier_mid_y: 140, bezier_arc: 1.05, info: "一个能量波",
|
||||
},
|
||||
6204: {
|
||||
uuid: 6204, name: "多毒气弹", sp_name: "maxm6", icon: "o_warlock_hyzy_skill", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "max1",
|
||||
DTType: DTType.single, ap: 100, hit_count: 2, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
uuid: 6204, name: "雷暴", sp_name: "maxm7", icon: "o_warlock_hyzy_skill", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "max1",
|
||||
DTType: DTType.single, ap: 100, hit_count: 99, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
RType: RType.linear, EType: EType.collision, bezier_start_y: 20, bezier_mid_y: 140, bezier_arc: 1.05, info: "一个大毒气弹",
|
||||
},
|
||||
|
||||
|
||||
@@ -1,17 +1,22 @@
|
||||
/**
|
||||
* @file StageSet.ts
|
||||
* @description 关卡系统配置(章节-关-节三级结构)
|
||||
* @description 关卡系统配置(无限关卡·单线推进)
|
||||
*
|
||||
* 设计要点:
|
||||
* - 1 章 = 10 关,每关 = 5 小节(一关一局,节间自动推进),共 50 个小节
|
||||
* - 每关节点固定:1~3 节普通(3 小怪)、第 4 节精英(3 精英)、第 5 节 Boss(1 Boss + 2 小怪)
|
||||
* - 怪物等级 = 关卡号(1-1 的怪为 Lv1,1-5 的怪为 Lv5)
|
||||
* - 怪物属性 = 基础 × 开局系数 × (1 + 成长斜率 × (lv-1)) × 类型倍率
|
||||
* - 无限关卡:从第 1 关起无上限推进,每关 = 5 回合(一关一局,回合间自动推进)
|
||||
* - 第 1~4 回合为普通怪,属性逐回合轻量增强(SECTION_RAMP_STEP)
|
||||
* - 第 5 回合为单 Boss 回合(无护卫),Boss 采用超厚血量(BOSS_HP_MUL)
|
||||
* - 怪物等级 = 关卡号(第 N 关的怪为 LvN,随关卡无限成长)
|
||||
* - 小节配置按需动态生成,不再依赖章节静态表
|
||||
*
|
||||
* 数值基准:
|
||||
* - 开局系数 0.8(1 级小怪略弱于英雄)
|
||||
* - 成长斜率 +5%/级(10 级 ≈ 1.45 倍)
|
||||
* - 精英倍率 × 1.5,Boss 倍率 × 3.0(精英 × 2)
|
||||
* - 成长斜率 +5%/级(无限线性成长,曲线平缓可控)
|
||||
* - 回合增强 +12%/回合(第 4 回合 ≈ 1.36 倍)
|
||||
* - Boss:HP × 12(超厚血量)/ AP × 2.0(攻击克制,避免 Boss 秒杀英雄)
|
||||
*
|
||||
* 核心公式:
|
||||
* 怪物属性 = 基础 × MON_START_COEF × (1 + MON_GROW_SLOPE×(lv-1)) × 回合增强 × 类型倍率
|
||||
*/
|
||||
|
||||
import { MonType } from "./heroSet";
|
||||
@@ -20,82 +25,54 @@ import { MonType } from "./heroSet";
|
||||
|
||||
/** 怪物开局系数:1 级小怪略弱于英雄(0.8 倍) */
|
||||
export const MON_START_COEF = 0.8;
|
||||
/** 怪物成长斜率:每级 +5% 基础属性 */
|
||||
/** 怪物成长斜率:每级 +5% 基础属性(无限线性成长) */
|
||||
export const MON_GROW_SLOPE = 0.05;
|
||||
/** 精英属性倍率:同级普通怪的 1.5 倍 */
|
||||
export const ELITE_MUL = 1.5;
|
||||
/** Boss 属性倍率:同级普通怪的 3.0 倍(精英 × 2) */
|
||||
export const BOSS_MUL = 3.0;
|
||||
/** 每关小节总数(一关一局,节间自动推进) */
|
||||
/** 回合内轻量增强步长:第 1→4 回合每回合 +12% 属性 */
|
||||
export const SECTION_RAMP_STEP = 0.12;
|
||||
/** Boss 血量倍率:同级普通怪的 12 倍(超厚血量,拖长 Boss 战节奏) */
|
||||
export const BOSS_HP_MUL = 12;
|
||||
/** Boss 攻击倍率:同级普通怪的 2.0 倍(显著低于血量倍率,避免 Boss 秒杀英雄) */
|
||||
export const BOSS_AP_MUL = 2.0;
|
||||
/** 每关回合总数(一关一局,回合间自动推进) */
|
||||
export const SECTIONS_PER_STAGE = 5;
|
||||
/** 精英节号(每关第 4 节为精英节) */
|
||||
export const ELITE_SECTION = 4;
|
||||
/** Boss 节号(每关第 5 节为 Boss 节,即末节) */
|
||||
/** Boss 回合号(每关第 5 回合,即末回合) */
|
||||
export const BOSS_SECTION = 5;
|
||||
/** 普通节小怪数量(一关一局压缩后单节 3 只) */
|
||||
/** 普通回合小怪数量 */
|
||||
export const NORMAL_MON_COUNT = 3;
|
||||
/** 普通节开局立即刷出数量(3 只全部立即刷出) */
|
||||
/** 普通回合开局立即刷出数量(3 只全部立即刷出) */
|
||||
export const NORMAL_FIRST_SPAWN = 3;
|
||||
/** 普通节后续刷怪间隔(秒):保留配置位(3 只全立即刷,当前无后续批次) */
|
||||
/** 普通回合后续刷怪间隔(秒):保留配置位(3 只全立即刷,当前无后续批次) */
|
||||
export const NORMAL_SPAWN_INTERVAL = 2;
|
||||
/** 精英节精英数量 */
|
||||
export const ELITE_COUNT = 3;
|
||||
/** Boss 节护卫小怪数量 */
|
||||
export const BOSS_ELITE_COUNT = 2;
|
||||
/** Boss 节 Boss 延迟刷出时间(秒) */
|
||||
/** Boss 回合 Boss 延迟刷出时间(秒) */
|
||||
export const BOSS_DELAY = 1;
|
||||
|
||||
// ======================== 类型定义 ========================
|
||||
|
||||
/** 小节类型 */
|
||||
/** 回合类型 */
|
||||
export enum SectionType {
|
||||
Normal = 0, // 普通节:3 小怪
|
||||
Elite = 1, // 精英节:3 精英
|
||||
Boss = 2, // Boss 节:1 Boss + 2 小怪
|
||||
Normal = 0, // 普通回合:3 小怪(逐回合轻量增强)
|
||||
Boss = 2, // Boss 回合:1 Boss(超厚血量,无护卫)
|
||||
}
|
||||
|
||||
/** 小节配置 */
|
||||
/** 回合配置 */
|
||||
export interface SectionConfig {
|
||||
/** 小节类型 */
|
||||
/** 回合类型 */
|
||||
type: SectionType;
|
||||
/** 怪物等级(驱动线性成长) */
|
||||
/** 怪物等级(= 关卡号,驱动线性成长) */
|
||||
monLv: number;
|
||||
/** 精英数量(精英关/Boss 关用) */
|
||||
eliteCount?: number;
|
||||
/** Boss UUID(Boss 关用,可选,缺省随机) */
|
||||
bossUuid?: number;
|
||||
/** 怪物类型池(普通关用,缺省随机) */
|
||||
/** 回合增强系数(第 n 回合 = 1 + SECTION_RAMP_STEP×(n-1),仅普通回合生效) */
|
||||
ramp: number;
|
||||
/** 怪物类型池(普通回合用,缺省随机) */
|
||||
monTypes?: MonType[];
|
||||
}
|
||||
|
||||
/** 大关配置(1-1 ~ 1-10),每关 SECTIONS_PER_STAGE 个小节 */
|
||||
export interface StageConfig {
|
||||
/** 章节号 */
|
||||
chapter: number;
|
||||
/** 关卡号 1~10 */
|
||||
stage: number;
|
||||
/** 小节列表(长度 = SECTIONS_PER_STAGE) */
|
||||
sections: SectionConfig[];
|
||||
}
|
||||
|
||||
/** 章节配置 */
|
||||
export interface ChapterConfig {
|
||||
/** 章节号 */
|
||||
chapter: number;
|
||||
/** 章节名称 */
|
||||
name: string;
|
||||
/** 10 个大关 */
|
||||
stages: StageConfig[];
|
||||
}
|
||||
|
||||
// ======================== 工具函数 ========================
|
||||
|
||||
/**
|
||||
* 计算怪物最终属性
|
||||
* 计算怪物最终属性(Boss 血/攻倍率分离:超厚血 + 克制攻)
|
||||
* @param baseHp 基础 HP
|
||||
* @param baseAp 基础 AP
|
||||
* @param lv 怪物等级
|
||||
* @param isElite 是否精英
|
||||
* @param isBoss 是否 Boss
|
||||
* @returns 最终 HP/AP
|
||||
*/
|
||||
@@ -103,159 +80,70 @@ export function calcMonsterAttrs(
|
||||
baseHp: number,
|
||||
baseAp: number,
|
||||
lv: number,
|
||||
isElite: boolean = false,
|
||||
isBoss: boolean = false
|
||||
): { hp: number; ap: number } {
|
||||
const growCoef = 1 + MON_GROW_SLOPE * (lv - 1);
|
||||
let typeMul = 1;
|
||||
if (isBoss) {
|
||||
typeMul = BOSS_MUL;
|
||||
} else if (isElite) {
|
||||
typeMul = ELITE_MUL;
|
||||
}
|
||||
const hp = Math.max(1, Math.round(baseHp * MON_START_COEF * growCoef * typeMul));
|
||||
const ap = Math.max(1, Math.round(baseAp * MON_START_COEF * growCoef * typeMul));
|
||||
const hp = Math.max(1, Math.round(baseHp * MON_START_COEF * growCoef * (isBoss ? BOSS_HP_MUL : 1)));
|
||||
const ap = Math.max(1, Math.round(baseAp * MON_START_COEF * growCoef * (isBoss ? BOSS_AP_MUL : 1)));
|
||||
return { hp, ap };
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取指定关卡的怪物等级
|
||||
* @param stage 关卡号(1~10)
|
||||
* 获取指定关卡的怪物等级(无限关:等级 = 关卡号,无上限)
|
||||
* @param stage 关卡号(1~∞)
|
||||
* @returns 怪物等级
|
||||
*/
|
||||
export function getMonsterLv(stage: number): number {
|
||||
return Math.max(1, Math.min(10, stage));
|
||||
return Math.max(1, Math.floor(stage));
|
||||
}
|
||||
|
||||
/**
|
||||
* 判断是否为精英节(每关第 ELITE_SECTION 节)
|
||||
* @param section 小节号(1~SECTIONS_PER_STAGE)
|
||||
*/
|
||||
export function isEliteSection(section: number): boolean {
|
||||
return section === ELITE_SECTION;
|
||||
}
|
||||
|
||||
/**
|
||||
* 判断是否为 Boss 节(每关第 BOSS_SECTION 节,即末节)
|
||||
* @param section 小节号(1~SECTIONS_PER_STAGE)
|
||||
* 判断是否为 Boss 回合(每关第 BOSS_SECTION 回合,即末回合)
|
||||
* @param section 回合号(1~SECTIONS_PER_STAGE)
|
||||
*/
|
||||
export function isBossSection(section: number): boolean {
|
||||
return section === BOSS_SECTION;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取小节类型(按节号区分:1~3 普通 / 4 精英 / 5 Boss)
|
||||
* @param section 小节号(1~SECTIONS_PER_STAGE)
|
||||
* 获取回合类型(按回合号区分:1~4 普通 / 5 Boss)
|
||||
* @param section 回合号(1~SECTIONS_PER_STAGE)
|
||||
*/
|
||||
export function getSectionType(section: number): SectionType {
|
||||
if (isBossSection(section)) return SectionType.Boss;
|
||||
if (isEliteSection(section)) return SectionType.Elite;
|
||||
return SectionType.Normal;
|
||||
return isBossSection(section) ? SectionType.Boss : SectionType.Normal;
|
||||
}
|
||||
|
||||
// ======================== 第 1 章配置 ========================
|
||||
|
||||
/** 生成单个大关的 SECTIONS_PER_STAGE 个小节配置(1~3 普通 / 4 精英 / 5 Boss) */
|
||||
function makeStageSections(stage: number): SectionConfig[] {
|
||||
const monLv = getMonsterLv(stage);
|
||||
const sections: SectionConfig[] = [];
|
||||
|
||||
for (let i = 1; i <= SECTIONS_PER_STAGE; i++) {
|
||||
const type = getSectionType(i);
|
||||
const section: SectionConfig = { type, monLv };
|
||||
|
||||
if (type === SectionType.Elite) {
|
||||
section.eliteCount = ELITE_COUNT;
|
||||
} else if (type === SectionType.Boss) {
|
||||
section.eliteCount = BOSS_ELITE_COUNT;
|
||||
// bossUuid 缺省随机,由生成引擎从 Boss 池抽取
|
||||
} else {
|
||||
// 普通节:近战为主,穿插远程/重型
|
||||
section.monTypes = [MonType.Melee, MonType.Melee, MonType.Melee, MonType.Heavy, MonType.Long];
|
||||
}
|
||||
|
||||
sections.push(section);
|
||||
}
|
||||
return sections;
|
||||
}
|
||||
|
||||
/** 第 1 章配置 */
|
||||
export const Chapter1: ChapterConfig = {
|
||||
chapter: 1,
|
||||
name: "兽人入侵",
|
||||
stages: [],
|
||||
};
|
||||
|
||||
// 初始化第 1 章 10 个大关
|
||||
for (let stage = 1; stage <= 10; stage++) {
|
||||
Chapter1.stages.push({
|
||||
chapter: 1,
|
||||
stage,
|
||||
sections: makeStageSections(stage),
|
||||
});
|
||||
}
|
||||
|
||||
/** 所有章节配置表(当前仅第 1 章,后续扩展) */
|
||||
export const ChapterSet: Record<number, ChapterConfig> = {
|
||||
1: Chapter1,
|
||||
};
|
||||
|
||||
// ======================== 查询接口 ========================
|
||||
|
||||
/**
|
||||
* 获取小节配置
|
||||
* @param chapter 章节号
|
||||
* @param stage 关卡号
|
||||
* @param section 小节号(1~SECTIONS_PER_STAGE)
|
||||
* @returns 小节配置,不存在时返回 null
|
||||
* 获取回合配置(无限关:按需动态生成,不再依赖章节静态表)
|
||||
* @param stage 关卡号(1~∞)
|
||||
* @param section 回合号(1~SECTIONS_PER_STAGE)
|
||||
* @returns 回合配置,回合号越界时返回 null
|
||||
*/
|
||||
export function getSectionConfig(chapter: number, stage: number, section: number): SectionConfig | null {
|
||||
const ch = ChapterSet[chapter];
|
||||
if (!ch) return null;
|
||||
const st = ch.stages.find(s => s.stage === stage);
|
||||
if (!st) return null;
|
||||
if (section < 1 || section > st.sections.length) return null;
|
||||
return st.sections[section - 1];
|
||||
export function getSectionConfig(stage: number, section: number): SectionConfig | null {
|
||||
if (section < 1 || section > SECTIONS_PER_STAGE) return null;
|
||||
|
||||
const type = getSectionType(section);
|
||||
const cfg: SectionConfig = {
|
||||
type,
|
||||
monLv: getMonsterLv(stage),
|
||||
ramp: 1 + SECTION_RAMP_STEP * (section - 1),
|
||||
};
|
||||
|
||||
if (type !== SectionType.Boss) {
|
||||
// 普通回合:近战为主,穿插远程/重型
|
||||
cfg.monTypes = [MonType.Melee, MonType.Melee, MonType.Melee, MonType.Heavy, MonType.Long];
|
||||
}
|
||||
return cfg;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取大关配置
|
||||
* @param chapter 章节号
|
||||
* 获取当前进度显示文本(无限关:只展示 关-回合)
|
||||
* @param stage 关卡号
|
||||
* @returns 大关配置,不存在时返回 null
|
||||
* @param section 回合号
|
||||
* @returns 格式化文本,如 "5-3"
|
||||
*/
|
||||
export function getStageConfig(chapter: number, stage: number): StageConfig | null {
|
||||
const ch = ChapterSet[chapter];
|
||||
if (!ch) return null;
|
||||
return ch.stages.find(s => s.stage === stage) ?? null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取章节配置
|
||||
* @param chapter 章节号
|
||||
* @returns 章节配置,不存在时返回 null
|
||||
*/
|
||||
export function getChapterConfig(chapter: number): ChapterConfig | null {
|
||||
return ChapterSet[chapter] ?? null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前进度显示文本
|
||||
* @param chapter 章节号
|
||||
* @param stage 关卡号
|
||||
* @param section 小节号
|
||||
* @returns 格式化文本,如 "1-5-3"
|
||||
*/
|
||||
export function getProgressText(chapter: number, stage: number, section: number): string {
|
||||
return `${chapter}-${stage}-${section}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取大关显示文本
|
||||
* @param chapter 章节号
|
||||
* @param stage 关卡号
|
||||
* @returns 格式化文本,如 "1-5"
|
||||
*/
|
||||
export function getStageText(chapter: number, stage: number): string {
|
||||
return `${chapter}-${stage}`;
|
||||
export function getProgressText(stage: number, section: number): string {
|
||||
return `${stage}-${section}`;
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import { v3 } from "cc"
|
||||
import { v3 } from "cc"
|
||||
import { BoxSet, FacSet, FightSet } from "./GameSet"
|
||||
import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams } from "./SkillSet"
|
||||
import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams, BuffTarget } from "./SkillSet"
|
||||
import { BuffList, BuffConfig, ModOp } from "./BuffSet"
|
||||
import { Attrs } from "./HeroAttrs"
|
||||
|
||||
@@ -591,81 +591,77 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
5001: {
|
||||
uuid: 5001, name: "叠甲骑士", path: "hk1", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp + 20, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def + 10,
|
||||
skills: {
|
||||
6004: {
|
||||
uuid: 6004, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { "ap": 100 }, desc: "挥剑对{target}造成攻击力{ap}%伤害",
|
||||
6004: { uuid: 6004, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: {"ap":100}, desc: "挥剑对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "ap": 120 }, desc: "普通攻击 造成 120% 伤害" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"ap":120}, desc: "普通攻击 造成 120% 伤害" },
|
||||
],
|
||||
},
|
||||
6301: {
|
||||
uuid: 6301, name: "魔法盾", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: { "ap": 30 }, desc: "{target}获得生命最大值{ap}%的护盾",
|
||||
6301: { uuid: 6301, name: "魔法盾", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: {"ap":30}, desc: "{target}获得生命最大值{ap}%的护盾",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 60 }, desc: "{target}获得生命最大值{ap}%的护盾" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 120 }, desc: "{target}获得生命最大值{ap}%的护盾" },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":60}, desc: "{target}获得生命最大值{ap}%的护盾" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":120}, desc: "{target}获得生命最大值{ap}%的护盾" },
|
||||
],
|
||||
},
|
||||
},
|
||||
atked: {
|
||||
6301: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, name: "全体圣盾", t_num: 3, overrides: { "TGroup": null, "ap": 10, "icon": "Stat_UnitSummonIncrease_01" }, desc: "全队获得本英雄生命最大值{ap}%的护盾" },
|
||||
6412: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, t_chance: 50, pity_add: 20, overrides: {"ap":1} },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "def": 50 }, name: "钢铁壁垒", icon: "46-Iron-Clad", },
|
||||
{ lv: 12, attrs: {"def":50}, name: "钢铁壁垒", icon: "46-Iron-Clad", },
|
||||
],
|
||||
info: "自身强护盾+群体小护盾,强生存",
|
||||
info: "自身强护盾+防御强化",
|
||||
},
|
||||
// 5002 易伤剑仙 — CSV导入:击退压场+易伤放大;复刻酒仙
|
||||
5002: {
|
||||
uuid: 5002, name: "易伤剑仙", path: "hk3", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp + 5, ap: HERO_ROLE_BASE[HRole.Warrior].ap + 20, def: HERO_ROLE_BASE[HRole.Warrior].def + 5,
|
||||
uuid: 5002, name: "易伤剑仙", path: "hk5", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp + 5, ap: HERO_ROLE_BASE[HRole.Warrior].ap + 20, def: HERO_ROLE_BASE[HRole.Warrior].def + 5,
|
||||
skills: {
|
||||
6004: {
|
||||
uuid: 6004, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { "ap": 100 }, desc: "对{target}造成攻击力{ap}%伤害",
|
||||
6004: { uuid: 6004, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: {"ap":100}, desc: "对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "ap": 120 }, desc: "普通攻击造成 120% 攻击伤害" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"ap":120}, desc: "普通攻击造成 120% 攻击伤害" },
|
||||
],
|
||||
},
|
||||
6101: {
|
||||
uuid: 6101, name: "气斩", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 150, "timed_debuff_id": 7002, "icon": "Stat_AttackSpeed_02" }, desc: "斩出气刃,对{target}造成攻击力{ap}%伤害,并使目标易伤(受到伤害加深,持续{dur}秒)",
|
||||
6101: { uuid: 6101, name: "气斩", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":150,"timed_debuff_id":7002,"debuff_value":30,"debuff_chance":100,"debuff_duration":5}, desc: "斩出气刃,对{target}造成攻击力{ap}%伤害,并使目标易伤(受到伤害加深,持续{dur}秒)",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "buff_value": 20 } },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 180, "bck": 60, "buff_value": 40 }, desc: "斩出气刃,对{target}造成攻击力{ap}%伤害,击退{bck},并使目标易伤(持续{dur}秒)" },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200,"timed_debuff_id":7002,"debuff_value":70,"debuff_chance":100,"debuff_duration":5} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"timed_debuff_id":7002,"debuff_value":150,"debuff_chance":100,"debuff_duration":7} },
|
||||
],
|
||||
},
|
||||
},
|
||||
atking: {
|
||||
6004: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, name: "风暴打击", t_num: 3, overrides: { "ap": 300, "icon": "Stat_AllUnitAttack" }, desc: "立刻打击{target},造成攻击力{ap}%伤害" },
|
||||
6001: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, t_chance: 50, pity_add: 20, overrides: {"timed_debuff_id":7002,"debuff_value":10,"debuff_chance":100,"debuff_duration":5} },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "hp": 50 }, name: "不屈战意", icon: "29-Endure", },
|
||||
{ lv: 12, attrs: {"hp":50}, name: "不屈战意", icon: "29-Endure", },
|
||||
],
|
||||
info: "易伤+风怒,近战 dps",
|
||||
info: "易伤,近战 dps",
|
||||
},
|
||||
// 5003 眩晕暴击哥 — CSV导入:高爆发+击晕收割;复刻齐天大圣
|
||||
5003: {
|
||||
uuid: 5003, name: "眩晕暴击哥", path: "hk5", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp + 5, ap: HERO_ROLE_BASE[HRole.Warrior].ap + 20, def: HERO_ROLE_BASE[HRole.Warrior].def + 5,
|
||||
skills: {
|
||||
6004: {
|
||||
uuid: 6004, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { "ap": 100 }, desc: "挥斧对{target}造成攻击力{ap}%伤害",
|
||||
6004: { uuid: 6004, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: {"ap":100}, desc: "挥斧对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "stun": 10 }, desc: "普通攻击有{stun}%概率击晕敌人" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"stun":10}, desc: "普通攻击有{stun}%概率击晕敌人" },
|
||||
],
|
||||
},
|
||||
6104: {
|
||||
uuid: 6104, name: "开山斧", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 300, "stun": 100 }, desc: "劈出开山斧,对{target}造成攻击力{ap}%伤害,必定击晕",
|
||||
6104: { uuid: 6104, name: "开山斧", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":250,"stun":100}, desc: "劈出开山斧,对{target}造成攻击力{ap}%伤害,必定击晕",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 450, "stun": 100 } },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 450, "stun": 100 } },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":300,"stun":100} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":350,"stun":100} },
|
||||
],
|
||||
},
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7005, value: 0.25, name: "大圣神威" }] },
|
||||
],
|
||||
atking: {
|
||||
6504: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, t_chance: 50, pity_add: 20, overrides: {"buff_value":30}, desc: "{t_chance}% 概率提升普通攻击 30%暴击率5秒" },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "hp": 50 }, name: "不屈战意", icon: "29-Endure", },
|
||||
{ lv: 12, attrs: {"hp":50}, name: "不屈战意", icon: "29-Endure", },
|
||||
],
|
||||
info: "必晕爆发+暴击光环,近战收割",
|
||||
},
|
||||
@@ -673,25 +669,25 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
5004: {
|
||||
uuid: 5004, name: "刀刀暴击", path: "hc1", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Mid, grow_type: HGrowType.Assassin, role: HRole.Assassin, hp: HERO_ROLE_BASE[HRole.Assassin].hp, ap: HERO_ROLE_BASE[HRole.Assassin].ap + 30, def: HERO_ROLE_BASE[HRole.Assassin].def,
|
||||
skills: {
|
||||
6002: {
|
||||
uuid: 6002, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: { "ap": 100 }, desc: "挥刀对{target}造成攻击力{ap}%伤害",
|
||||
6002: { uuid: 6002, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: {"ap":100}, desc: "挥刀对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "crt": 10 }, desc: "普通攻击有{crt}%概率暴击" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"crt":10}, desc: "普通攻击有{crt}%概率暴击" },
|
||||
],
|
||||
},
|
||||
6100: {
|
||||
uuid: 6100, name: "光闪", lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: { "ap": 150 }, desc: "斩出光闪,对{target}造成攻击力{ap}%伤害",
|
||||
6150: { uuid: 6150, name: "剑刃风暴", lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: {"ap":150,"crt":50}, desc: "对{target}造成攻击力{ap}%伤害,有50% 概率暴击",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 250 } },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 350 } },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200,"crt":60} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"crt":70} },
|
||||
],
|
||||
},
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7004, value: 0.12, name: "剑刃风暴" }, { uuid: 7005, value: 0.2, name: "斩魂利刃" }] },
|
||||
],
|
||||
atking: {
|
||||
6504: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, t_chance: 50, pity_add: 20, overrides: {"timed_buff_id":7012,"buff_value":10,"buff_chance":100,"buff_duration":5}, desc: "{t_chance}% 概率,普通攻击获得 10% 的暴击率" },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "ap": 50 }, name: "致命本能", icon: "36-Guardian-Stance", },
|
||||
{ lv: 12, attrs: {"ap":50}, name: "致命本能", icon: "36-Guardian-Stance", },
|
||||
],
|
||||
info: "暴击+暴伤双光环,暴击流刺客",
|
||||
},
|
||||
@@ -699,25 +695,25 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
5005: {
|
||||
uuid: 5005, name: "出血贼", path: "hc2", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Mid, grow_type: HGrowType.Assassin, role: HRole.Assassin, hp: HERO_ROLE_BASE[HRole.Assassin].hp, ap: HERO_ROLE_BASE[HRole.Assassin].ap + 30, def: HERO_ROLE_BASE[HRole.Assassin].def,
|
||||
skills: {
|
||||
6002: {
|
||||
uuid: 6002, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: { "ap": 100 }, desc: "挥刀对{target}造成攻击力{ap}%伤害",
|
||||
6002: { uuid: 6002, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: {"ap":100}, desc: "挥刀对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "timed_debuff_id": 7007, "debuff_value": 30, "debuff_chance": 30 }, desc: "普通攻击有{debuff_chance}%概率使目标出血(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"timed_debuff_id":7007,"debuff_value":-30,"debuff_chance":50}, desc: "普通攻击有{debuff_chance}%概率使目标出血(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
|
||||
],
|
||||
},
|
||||
6103: {
|
||||
uuid: 6103, name: "闪电斩", lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: { "ap": 150 }, desc: "高速斩击{target},造成攻击力{ap}%伤害",
|
||||
6150: { uuid: 6150, name: "血刃风暴", lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: {"ap":200,"timed_debuff_id":7007,"debuff_value":-20,"debuff_chance":100,"debuff_duration":5}, desc: "高速斩击{target},造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 250, "timed_debuff_id": 7007, "debuff_value": 40 }, desc: "高速斩击{target},造成攻击力{ap}%,并使目标出血(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 350, "timed_debuff_id": 7007, "debuff_value": 60 }, desc: "高速斩击{target},造成攻击力{ap}%,附带 50% 概率麻痹,并使目标出血(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":250,"timed_debuff_id":7007,"debuff_value":-30,"debuff_chance":100,"debuff_duration":7}, desc: "高速斩击{target},造成攻击力{ap}%,并使目标出血(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":300,"timed_debuff_id":7007,"debuff_value":-50,"debuff_chance":100,"debuff_duration":9}, desc: "高速斩击{target},造成攻击力{ap}%,附带 50% 概率麻痹,并使目标出血(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
|
||||
],
|
||||
},
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7002, value: 10, name: "攻击光环" }] },
|
||||
],
|
||||
atking: {
|
||||
6401: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, t_chance: 50, pity_add: 20, overrides: {"buff_value":2} },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "ap": 50 }, name: "致命本能", icon: "36-Guardian-Stance", },
|
||||
{ lv: 12, attrs: {"ap":50}, name: "致命本能", icon: "36-Guardian-Stance", },
|
||||
],
|
||||
info: "普攻出血+大招群体出血,持续消耗",
|
||||
},
|
||||
@@ -725,25 +721,25 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
5006: {
|
||||
uuid: 5006, name: "冻箭哥", path: "ha1", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Archer, role: HRole.Archer, hp: HERO_ROLE_BASE[HRole.Archer].hp, ap: HERO_ROLE_BASE[HRole.Archer].ap + 30, def: HERO_ROLE_BASE[HRole.Archer].def,
|
||||
skills: {
|
||||
6006: {
|
||||
uuid: 6006, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: { "ap": 100 }, desc: "射出箭矢,对{target}造成攻击力{ap}%伤害",
|
||||
6006: { uuid: 6006, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: {"ap":100}, desc: "射出箭矢,对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "frz": 10 }, desc: "普通攻击有{frz}%概率 冰冻敌人" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"frz":10}, desc: "普通攻击有{frz}%概率 冰冻敌人" },
|
||||
],
|
||||
},
|
||||
6150: {
|
||||
uuid: 6150, name: "万箭齐发·冰", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 150, "frz": 30, "icon": "Stat_AttackRangeIncrease_02" }, desc: "万箭齐发,对{target}造成攻击力{ap}%伤害,{frz}%概率冰冻",
|
||||
6150: { uuid: 6150, name: "寒冰箭", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":150,"frz":30,"icon":"Stat_AttackRangeIncrease_02"}, desc: "射出 6 支寒冰箭,对{target}造成攻击力{ap}%伤害,每支箭有{frz}%概率冰冻敌人",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 200, "frz": 50 } },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 250, "frz": 70 } },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200,"frz":30} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"frz":30} },
|
||||
],
|
||||
},
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7006, value: 0.15 }] },
|
||||
],
|
||||
atking: {
|
||||
6401: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, t_chance: 50, pity_add: 20, overrides: {"buff_value":2,"TGroup": TGroup.Ally}, desc: "{t_chance}%概率,永久提升全队 2% 攻击力" },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "ap": 50 }, name: "鹰眼锁定", icon: "27-Hawkeye", },
|
||||
{ lv: 12, attrs: {"ap":50}, name: "鹰眼锁定", icon: "27-Hawkeye", },
|
||||
],
|
||||
info: "冰冻控场+多重箭,远程控制",
|
||||
},
|
||||
@@ -751,25 +747,23 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
5007: {
|
||||
uuid: 5007, name: "击退火女", path: "hm1", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp - 5, ap: HERO_ROLE_BASE[HRole.Mage].ap + 10, def: HERO_ROLE_BASE[HRole.Mage].def,
|
||||
skills: {
|
||||
6010: {
|
||||
uuid: 6010, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { "ap": 100 }, desc: "掷出紫魔球,对{target}造成攻击力{ap}%伤害",
|
||||
6010: { uuid: 6010, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: {"ap":100}, desc: "掷出紫魔球,对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "bck_chance": 20 }, desc: "普通攻击有{bck_chance}%概率击退敌人" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"bck_chance":20}, desc: "普通攻击有{bck_chance}%概率击退敌人" },
|
||||
],
|
||||
},
|
||||
6200: {
|
||||
uuid: 6200, name: "火焰喷射", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 250, "bck": 100 }, desc: "喷出烈焰风暴,对{target}造成攻击力{ap}%伤害,击退{bck}",
|
||||
6200: { uuid: 6200, name: "火焰喷射", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":250,"crt":50}, desc: "喷出烈焰风暴,对{target}造成攻击力{ap}%伤害,击退{bck}",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 350, "bck": 100 } },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 450, "bck": 100, "summon_count": 2 } },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":350,"crt":0} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":450,"crt":0,"summon_count":4} },
|
||||
],
|
||||
},
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7002, value: 0.15, name: "深渊威压" }] },
|
||||
{ lv: 4, uuids: [{ uuid: 7002, value: 0.15, name: "攻击光环" }] },
|
||||
],
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "ap": 50 }, name: "奥术共鸣", icon: "100-Enchant-Magic", },
|
||||
{ lv: 12, attrs: {"ap":50}, name: "奥术共鸣", icon: "100-Enchant-Magic", },
|
||||
],
|
||||
info: "烈焰击退+易伤光环,法系压场",
|
||||
},
|
||||
@@ -777,55 +771,49 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
5008: {
|
||||
uuid: 5008, name: "团疗奶爸", path: "hh1", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Support, role: HRole.Support, hp: HERO_ROLE_BASE[HRole.Support].hp + 10, ap: HERO_ROLE_BASE[HRole.Support].ap + 20, def: HERO_ROLE_BASE[HRole.Support].def,
|
||||
skills: {
|
||||
6011: {
|
||||
uuid: 6011, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: { "ap": 100 }, desc: "挥杖对{target}造成攻击力{ap}%伤害",
|
||||
6011: { uuid: 6011, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: {"ap":100}, desc: "挥杖对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "ap": 120 }, desc: "普通攻击造成 120% 攻击伤害" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"ap":120}, desc: "普通攻击造成 120% 攻击伤害" },
|
||||
],
|
||||
},
|
||||
6302: {
|
||||
uuid: 6302, name: "治疗", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: { "ap": 30 }, desc: "为{target}回复攻击力{ap}%生命",
|
||||
6302: { uuid: 6302, name: "治疗", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: {"ap":30,"TGroup": TGroup.Ally}, desc: "为{target}回复攻击力{ap}%生命",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 40 } },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 50 } },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":40,"TGroup": TGroup.Ally} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":50,"TGroup": TGroup.Ally,"timed_buff_id":7024,"buff_value":20,"buff_chance":100,"buff_duration":5} },
|
||||
],
|
||||
},
|
||||
},
|
||||
atking: {
|
||||
6301: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, name: "圣愈之盾", t_num: 3, overrides: { "ap": 30 }, desc: "{target}获得生命最大值{ap}%的护盾" },
|
||||
],
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7001, value: 20 }], desc: "每回合结束 休整恢复的血量值提升 20%" },
|
||||
],
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "hp": 50 }, name: "守护之心", icon: "29-Endure", },
|
||||
{ lv: 12, attrs: {"hp":50}, name: "守护之心", icon: "29-Endure", },
|
||||
],
|
||||
info: "全体治疗+攻击附盾,团队续航",
|
||||
},
|
||||
// 5009 甲虫领主
|
||||
5009: {
|
||||
uuid: 5009, name: "甲虫领主", path: "hk2", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def,
|
||||
uuid: 5009, name: "甲虫领主", path: "hk3", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def,
|
||||
skills: {
|
||||
6004: {
|
||||
uuid: 6004, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0,
|
||||
6004: { uuid: 6004, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0,
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "proc_skill": { "s_uuid": 6502, "chance": 10, "overrides": { "ap": 5, "TGroup": TGroup.Self } } }, desc: "普通攻击有 10% 的概率为自己释放回春(5 秒恢复生命值的{ap}%)" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"ap":120}, desc: "普通攻击造成的伤害提升 20%" },
|
||||
],
|
||||
},
|
||||
6102: {
|
||||
uuid: 6102, lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 250, "bck": 30 },
|
||||
6102: { uuid: 6102, lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":250,"proc_skill":{"s_uuid":6302,"chance":100,"overrides":{"TGroup": TGroup.Self,"buff_value":10}}},
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 300, "bck": 50 } },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 350, "bck": 70 } },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":300,"proc_skill":{"s_uuid":6302,"chance":100,"overrides":{"TGroup": TGroup.Self,"buff_value":15}}} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":350,"proc_skill":{"s_uuid":6302,"chance":100,"overrides":{"TGroup": TGroup.Self,"buff_value":20}}} },
|
||||
],
|
||||
},
|
||||
},
|
||||
atked: {
|
||||
6302: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, overrides: { "ap": 5 }, desc: "为自己释放治疗,恢复生命值的{ap}%" },
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, t_chance: 30, pity_add: 20, overrides: {"ap":5}, desc: "{t_chance}%概率,恢复{ap}%生命值" },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "def": 50 }, name: "钢铁壁垒", icon: "46-Iron-Clad", },
|
||||
{ lv: 12, attrs: {"def":50}, name: "钢铁壁垒", icon: "46-Iron-Clad", },
|
||||
],
|
||||
info: "受击自疗+击退,自愈坦克",
|
||||
},
|
||||
@@ -833,55 +821,51 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
5010: {
|
||||
uuid: 5010, name: "火箭哥", path: "ha2", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Mid, grow_type: HGrowType.Archer, role: HRole.Archer, hp: HERO_ROLE_BASE[HRole.Archer].hp, ap: HERO_ROLE_BASE[HRole.Archer].ap, def: HERO_ROLE_BASE[HRole.Archer].def,
|
||||
skills: {
|
||||
6006: {
|
||||
uuid: 6006, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0,
|
||||
6006: { uuid: 6006, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0,
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "ap": 100, "bck_chance": 10 } },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"crt":10} },
|
||||
],
|
||||
},
|
||||
6151: {
|
||||
uuid: 6151, lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: { "ap": 70, "summon_count": 5, "bck_chance": 100 },
|
||||
6151: { uuid: 6151, lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: {"ap":70,"summon_count":5,"timed_debuff_id":7006,"debuff_value":-10,"debuff_chance":100,"debuff_duration":5},
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 80, "summon_count": 5, "bck_chance": 100 } },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "bck_chance": 100, "ap": 100, "summon_count": 6 } },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":80,"timed_debuff_id":7006,"debuff_value":-20,"debuff_chance":100,"debuff_duration":5} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":100,"timed_debuff_id":7006,"debuff_value":-30,"debuff_chance":100,"debuff_duration":5} },
|
||||
],
|
||||
},
|
||||
},
|
||||
atking: {
|
||||
6008: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, overrides: { "ap": 120, "bck_chance": 50 } },
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, t_chance: 50, pity_add: 20, overrides: {"ap":120} },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "ap": 50 }, name: "鹰眼锁定", icon: "27-Hawkeye", },
|
||||
{ lv: 12, attrs: {"ap":50}, name: "鹰眼锁定", icon: "27-Hawkeye", },
|
||||
],
|
||||
info: "万箭齐射+高频击退,远程压制",
|
||||
info: "暴击",
|
||||
},
|
||||
// 5011 控血大师
|
||||
5011: {
|
||||
uuid: 5011, name: "控血大师", path: "hk3", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def,
|
||||
uuid: 5011, name: "控血大师", path: "hk2", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def,
|
||||
skills: {
|
||||
6004: {
|
||||
uuid: 6004, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
|
||||
6004: { uuid: 6004, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "proc_skill": { "s_uuid": 6502, "chance": 10, "overrides": { "ap": 5 } } }, desc: "普攻有 10% 概率,对自己释放回春(5 秒回复5% 生命)" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"proc_skill":{"s_uuid":6502,"chance":10,"overrides":{"ap":5,"TGroup": TGroup.Self}}}, desc: "普攻有 10% 概率,对自己释放回春(5 秒回复5% 生命)" },
|
||||
],
|
||||
},
|
||||
6517: {
|
||||
uuid: 6517, name: "生命爆发", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: { "buff_value": 30, "buff_duration": 10 }, desc: "全体友方最大生命值提升{buff_value}%,持续{dur}秒",
|
||||
6103: { uuid: 6103, name: "闪电战", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: {"ap":200,"timed_buff_id":7029,"buff_value":30,"buff_chance":100,"buff_duration":5,"buff_target": BuffTarget.Self}, desc: "对前方敌人造成攻击力{ap}%伤害,并提升自己最大生命值{buff_value}%,持续{dur}秒",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "buff_value": 40, "buff_duration": 10 }, desc: "全体友方最大生命值提升{buff_value}%,持续{dur}秒" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "buff_value": 50, "buff_duration": 15 }, desc: "全体友方最大生命值提升{buff_value}%,持续{dur}秒" },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":250,"timed_buff_id":7029,"buff_value":40,"buff_chance":100,"buff_duration":5,"buff_target": BuffTarget.Self} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":300,"timed_buff_id":7029,"buff_value":50,"buff_chance":100,"buff_duration":5,"buff_target": BuffTarget.Self} },
|
||||
],
|
||||
},
|
||||
},
|
||||
atked: {
|
||||
6402: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 5, overrides: { "ap": 1, "TGroup": TGroup.Ally, "hit_count": 3 }, desc: "全队永久增加 1% 生命最大值" },
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 5, t_chance: 30, pity_add: 15, overrides: {"ap":1,"TGroup": TGroup.Ally,"hit_count":3}, desc: "全队永久增加 1% 生命最大值" },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "def": 50 }, name: "钢铁壁垒", icon: "46-Iron-Clad", },
|
||||
{ lv: 12, attrs: {"def":50}, name: "钢铁壁垒", icon: "46-Iron-Clad", },
|
||||
],
|
||||
info: "永久和计时生命最大值,控血大师",
|
||||
},
|
||||
@@ -889,17 +873,15 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
5012: {
|
||||
uuid: 5012, name: "疾风法师", path: "hm2", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp, ap: HERO_ROLE_BASE[HRole.Mage].ap, def: HERO_ROLE_BASE[HRole.Mage].def,
|
||||
skills: {
|
||||
6009: {
|
||||
uuid: 6009, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
|
||||
6009: { uuid: 6009, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "proc_skill": { "s_uuid": 6507, "chance": 10, "overrides": { "buff_value": 30, "TGroup": TGroup.Self } } } },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"proc_skill":{"s_uuid":6507,"chance":10,"overrides":{"buff_value":30,"TGroup": TGroup.Self}}} },
|
||||
],
|
||||
},
|
||||
6201: {
|
||||
uuid: 6201, name: "飓风", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 100, "summon_count": 2, "proc_skill": { "s_uuid": 6507, "chance": 20, "overrides": { "buff_value": 20 } } }, desc: "召唤 {summon_count} 道飓风攻击前方敌人,每道飓风造成 {ap}%伤害,每道飓风释放时有<color=#3CE66E>20</color>% 概率增加全体队友<color=#3CE66E>20</color>% 攻速",
|
||||
6201: { uuid: 6201, name: "飓风", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":100,"summon_count":2,"proc_skill":{"s_uuid":6507,"chance":20,"overrides":{"buff_value":20,"TGroup": TGroup.Ally}}}, desc: "召唤 {summon_count} 道飓风攻击前方敌人,每道飓风造成 {ap}%伤害,每道飓风释放时有<color=#3CE66E>20</color>% 概率增加全体队友<color=#3CE66E>20</color>% 攻速",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 100, "summon_count": 3, "proc_skill": { "s_uuid": 6507, "chance": 20, "overrides": { "buff_value": 20 } } }, desc: "召唤 {summon_count} 道飓风攻击前方敌人,每道飓风造成 {ap}%伤害,每道飓风释放时有<color=#3CE66E>20</color>% 概率增加全体队友<color=#3CE66E>20</color>% 攻速" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 100, "summon_count": 4, "proc_skill": { "s_uuid": 6507, "chance": 20, "overrides": { "buff_value": 20 } } }, desc: "召唤 {summon_count} 道飓风攻击前方敌人,每道飓风造成 {ap}%伤害,每道飓风释放时有<color=#3CE66E>20</color>% 概率增加全体队友<color=#3CE66E>20</color>% 攻速" },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":100,"summon_count":3,"proc_skill":{"s_uuid":6507,"chance":25,"overrides":{"buff_value":25,"TGroup": TGroup.Ally}}}, desc: "召唤 {summon_count} 道飓风攻击前方敌人,每道飓风造成 {ap}%伤害,每道飓风释放时有<color=#3CE66E>20</color>% 概率增加全体队友<color=#3CE66E>20</color>% 攻速" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":100,"summon_count":4,"proc_skill":{"s_uuid":6507,"chance":30,"overrides":{"buff_value":30,"TGroup": TGroup.Ally}}}, desc: "召唤 {summon_count} 道飓风攻击前方敌人,每道飓风造成 {ap}%伤害,每道飓风释放时有<color=#3CE66E>20</color>% 概率增加全体队友<color=#3CE66E>20</color>% 攻速" },
|
||||
],
|
||||
},
|
||||
},
|
||||
@@ -907,53 +889,49 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
{ lv: 4, uuids: [{ uuid: 7006, value: 10 }] },
|
||||
],
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "ap": 50 }, name: "奥术共鸣", icon: "100-Enchant-Magic", },
|
||||
{ lv: 12, attrs: {"ap":50}, name: "奥术共鸣", icon: "100-Enchant-Magic", },
|
||||
],
|
||||
info: "普攻 大招加速 buff+加速光环,加速大师",
|
||||
},
|
||||
// 5013 反伤哥
|
||||
// 5013 生命哥
|
||||
5013: {
|
||||
uuid: 5013, name: "反伤哥", path: "hh2", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Support, role: HRole.Support, hp: HERO_ROLE_BASE[HRole.Support].hp, ap: HERO_ROLE_BASE[HRole.Support].ap, def: HERO_ROLE_BASE[HRole.Support].def,
|
||||
uuid: 5013, name: "生命哥", path: "hh2", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Support, role: HRole.Support, hp: HERO_ROLE_BASE[HRole.Support].hp, ap: HERO_ROLE_BASE[HRole.Support].ap, def: HERO_ROLE_BASE[HRole.Support].def,
|
||||
skills: {
|
||||
6004: {
|
||||
uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
|
||||
6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "timed_buff_id": 7029, "buff_value": 10, "buff_chance": 20 } },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"ap":120} },
|
||||
],
|
||||
},
|
||||
6515: {
|
||||
uuid: 6515, name: "荆棘护盾", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: { "buff_value": 20, "TGroup": TGroup.Ally, "hit_count": 3, "buff_duration": 5 },
|
||||
6517: { uuid: 6517, name: "生命护盾", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: {"buff_value":20,"TGroup": TGroup.Ally,"hit_count":3,"buff_duration":5},
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "buff_value": 25, "TGroup": TGroup.Ally, "hit_count": 3, "buff_duration": 10 } },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "buff_value": 30, "buff_duration": 10, "hit_count": 3, "TGroup": TGroup.Ally } },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"buff_value":25,"TGroup": TGroup.Ally,"hit_count":3,"buff_duration":10} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"buff_value":30,"buff_duration":10,"hit_count":3,"TGroup": TGroup.Ally} },
|
||||
],
|
||||
},
|
||||
},
|
||||
fstart: {
|
||||
6301: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 1, overrides: { "ap": 20 } },
|
||||
atking: {
|
||||
6414: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, t_num: 3, t_chance: 30, pity_add: 15, overrides: {"buff_value":10,"TGroup": TGroup.Ally} },
|
||||
],
|
||||
},
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "hp": 50 }, name: "守护之心", icon: "29-Endure", },
|
||||
{ lv: 12, attrs: {"hp":50}, name: "守护之心", icon: "29-Endure", },
|
||||
],
|
||||
info: "大招全体反伤 普攻暴击 暴击反伤辅助",
|
||||
info: "大招全体生命最大值+概率全体+反伤护盾",
|
||||
},
|
||||
// 5014 闪避哥
|
||||
5014: {
|
||||
uuid: 5014, name: "闪避哥", path: "hk4", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp, ap: HERO_ROLE_BASE[HRole.Warrior].ap, def: HERO_ROLE_BASE[HRole.Warrior].def,
|
||||
skills: {
|
||||
6004: {
|
||||
uuid: 6004, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
|
||||
6004: { uuid: 6004, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "timed_buff_id": 7030, "buff_value": 10, "buff_chance": 20 } },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"crt":10} },
|
||||
],
|
||||
},
|
||||
6100: {
|
||||
uuid: 6100, name: "寒冰斩", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 200, "timed_buff_id": 7030, "buff_value": 50 },
|
||||
6100: { uuid: 6100, name: "寒冰斩", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":200,"timed_buff_id":7030,"buff_value":50},
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 250, "timed_buff_id": 7030, "buff_value": 50 } },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 350, "timed_buff_id": 7030, "buff_value": 80 } },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":250,"timed_buff_id":7030,"buff_value":50} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":350,"timed_buff_id":7030,"buff_value":80} },
|
||||
],
|
||||
},
|
||||
},
|
||||
@@ -961,38 +939,33 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
{ lv: 4, uuids: [{ uuid: 7023, value: 10 }] },
|
||||
],
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "hp": 50 }, name: "不屈战意", icon: "29-Endure", },
|
||||
{ lv: 12, attrs: {"hp":50}, name: "不屈战意", icon: "29-Endure", },
|
||||
],
|
||||
info: "",
|
||||
info: "强闪避",
|
||||
},
|
||||
// 5015 毒箭猎手 — 毒伤持续流:普攻淬毒叠层+毒雨铺DoT+攻击光环喂养毒伤
|
||||
5015: {
|
||||
uuid: 5015, name: "毒箭猎手", path: "ha3", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Archer, role: HRole.Archer, hp: HERO_ROLE_BASE[HRole.Archer].hp + 10, ap: HERO_ROLE_BASE[HRole.Archer].ap, def: HERO_ROLE_BASE[HRole.Archer].def,
|
||||
skills: {
|
||||
6007: {
|
||||
uuid: 6007, name: "淬毒箭", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: { "ap": 100 }, desc: "射出箭矢,对{target}造成攻击力{ap}%伤害",
|
||||
6007: { uuid: 6007, name: "淬毒箭", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: {"ap":100}, desc: "射出箭矢,对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "timed_debuff_id": 7005, "debuff_value": 30, "debuff_chance": 30 }, desc: "普通攻击有{debuff_chance}%概率使目标中毒(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"bck_chance":10}, desc: "普通攻击有{bck_chance}%概率击退敌人" },
|
||||
],
|
||||
},
|
||||
6150: {
|
||||
uuid: 6150, name: "万箭齐发·毒", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 150, "timed_debuff_id": 7005, "debuff_value": 30, "debuff_chance": 50, "icon": "4-Apply-Poison" }, desc: "毒箭如雨,对{target}造成攻击力{ap}%伤害,{debuff_chance}%概率使目标中毒(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)",
|
||||
6150: { uuid: 6150, name: "万箭齐发·毒", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":150,"timed_debuff_id":7005,"debuff_value":-30,"debuff_chance":50,"icon":"4-Apply-Poison"}, desc: "毒箭如雨,对{target}造成攻击力{ap}%伤害,{debuff_chance}%概率使目标中毒(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 200, "buff_value": 40, "buff_chance": 60 } },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 250, "buff_value": 60, "buff_chance": 80, "hit_count": 2 }, desc: "毒箭如雨,对{target}造成攻击力{ap}%伤害,{buff_chance}%概率使目标中毒(每0.5秒受到{buff_value}点伤害,持续{dur}秒),每支箭可命中{hit_count}个目标" },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200,"timed_debuff_id":7005,"debuff_value":-60,"debuff_chance":100,"debuff_duration":5} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"timed_debuff_id":7005,"debuff_value":-100,"debuff_chance":100,"debuff_duration":7} },
|
||||
],
|
||||
},
|
||||
},
|
||||
atking: {
|
||||
6007: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, name: "蚀骨毒箭", t_num: 3, overrides: { "ap": 80, "timed_debuff_id": 7005, "debuff_value": 40, "debuff_chance": 100 }, desc: "追加射出蚀骨毒箭,对{target}造成攻击力{ap}%伤害,必定使目标中毒(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, name: "蚀骨毒箭", t_num: 3, t_chance: 50, pity_add: 20, overrides: {"ap":80,"timed_debuff_id":7005,"debuff_value":40,"debuff_chance":100}, desc: "追加射出蚀骨毒箭,对{target}造成攻击力{ap}%伤害,必定使目标中毒(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
|
||||
],
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7002, value: 0.1, name: "淬毒磨砺" }] },
|
||||
],
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "ap": 50 }, name: "剧毒淬炼", icon: "27-Hawkeye", },
|
||||
{ lv: 12, attrs: {"ap":50}, name: "剧毒淬炼", icon: "27-Hawkeye", },
|
||||
],
|
||||
info: "淬毒普攻+毒雨叠层,持续消耗型远程毒C",
|
||||
},
|
||||
@@ -1000,30 +973,23 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
5016: {
|
||||
uuid: 5016, name: "连珠神射", path: "ha4", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Mid, grow_type: HGrowType.Archer, role: HRole.Archer, hp: HERO_ROLE_BASE[HRole.Archer].hp, ap: HERO_ROLE_BASE[HRole.Archer].ap + 10, def: HERO_ROLE_BASE[HRole.Archer].def,
|
||||
skills: {
|
||||
6008: {
|
||||
uuid: 6008, name: "连珠箭", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VeryFast].cd, ccd: 0, overrides: { "ap": 100 }, desc: "极速连射,对{target}造成攻击力{ap}%伤害",
|
||||
6008: { uuid: 6008, name: "连珠箭", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VeryFast].cd, ccd: 0, overrides: {"ap":100}, desc: "极速连射,对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "crt": 20, "proc_skill": { "s_uuid": 6007, "chance": 20, "overrides": { "crt": 100 } } }, desc: "普通攻击暴击率提升{crt}%,并有概率触发连射追箭(必定暴击)" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"proc_skill":{"s_uuid":6007,"chance":20,"overrides":{"TGroup": TGroup.Enemy,"ap":80}}}, desc: "有 20%额外射击,造成 80% 伤害" },
|
||||
],
|
||||
},
|
||||
6151: {
|
||||
uuid: 6151, name: "裂空箭雨", lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: { "ap": 150, "crt": 30, "summon_count": 5 }, desc: "箭雨倾泻,对{target}造成攻击力{ap}%伤害,{crt}%概率暴击",
|
||||
6151: { uuid: 6151, name: "裂空箭雨", lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: {"ap":150,"crt":30,"summon_count":5}, desc: "箭雨倾泻,对{target}造成攻击力{ap}%伤害,{crt}%概率暴击",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 200, "crt": 50 } },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 250, "crt": 70, "summon_count": 6, "hit_count": 2 }, desc: "箭雨倾泻,对{target}造成攻击力{ap}%伤害,{crt}%概率暴击,每支箭可命中{hit_count}个目标" },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200,"crt":50} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"crt":70,"summon_count":6}, desc: "箭雨倾泻,对{target}造成攻击力{ap}%伤害,{crt}%概率暴击,每支箭可命中{hit_count}个目标" },
|
||||
],
|
||||
},
|
||||
},
|
||||
fstart: {
|
||||
6504: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, name: "猎杀时刻", t_num: 1, overrides: { "buff_value": 30 }, desc: "战斗开始时释放暴击爆发,全体友方暴击率提升{buff_value}%,持续{dur}秒" },
|
||||
],
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7004, value: 0.15, name: "猎手集结" }] },
|
||||
{ lv: 4, uuids: [{ uuid: 7004, value: 0.1, name: "猎手集结" }] },
|
||||
],
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "ap": 50 }, name: "猎杀直觉", icon: "27-Hawkeye", },
|
||||
{ lv: 12, attrs: {"ap":50}, name: "猎杀直觉", icon: "27-Hawkeye", },
|
||||
],
|
||||
info: "极速连射+暴击追射+开局团队暴击,爆发型射手主C",
|
||||
},
|
||||
@@ -1031,30 +997,23 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
5017: {
|
||||
uuid: 5017, name: "碎甲术士", path: "hm3", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp, ap: HERO_ROLE_BASE[HRole.Mage].ap + 10, def: HERO_ROLE_BASE[HRole.Mage].def,
|
||||
skills: {
|
||||
6012: {
|
||||
uuid: 6012, name: "蚀甲酸瓶", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: { "ap": 100 }, desc: "掷出酸瓶,对{target}造成攻击力{ap}%伤害",
|
||||
6012: { uuid: 6012, name: "蚀甲酸瓶", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: {"ap":100}, desc: "掷出酸瓶,对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "timed_debuff_id": 7008, "debuff_chance": 30 }, desc: "普通攻击有{debuff_chance}%概率使目标破甲(防御降低,持续{dur}秒)" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"timed_debuff_id":7008,"debuff_chance":30}, desc: "普通攻击有{debuff_chance}%概率使目标破甲(防御降低,持续{dur}秒)" },
|
||||
],
|
||||
},
|
||||
6203: {
|
||||
uuid: 6203, name: "碎甲能量波", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 150, "timed_debuff_id": 7008 }, desc: "释放碎甲能量波,对{target}造成攻击力{ap}%伤害,并使目标破甲(防御降低,持续{dur}秒)",
|
||||
6203: { uuid: 6203, name: "碎甲能量波", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":150,"timed_debuff_id":7008,"debuff_value":-30,"debuff_chance":100,"debuff_duration":5}, desc: "释放碎甲能量波,对{target}造成攻击力{ap}%伤害,并使目标破甲(防御降低,持续{dur}秒)",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 200 } },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 250, "buff_value": -70 }, desc: "释放碎甲能量波,对{target}造成攻击力{ap}%伤害,并使目标破甲加深(防御大幅降低,持续{dur}秒)" },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200,"timed_debuff_id":7008,"debuff_value":-50,"debuff_chance":100,"debuff_duration":5} },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"timed_debuff_id":7008,"debuff_value":-70,"debuff_chance":100,"debuff_duration":7}, desc: "释放碎甲能量波,对{target}造成攻击力{ap}%伤害,并使目标破甲加深(防御大幅降低,持续{dur}秒)" },
|
||||
],
|
||||
},
|
||||
},
|
||||
fstart: {
|
||||
6012: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, name: "先手蚀甲", t_num: 1, overrides: { "ap": 150, "timed_debuff_id": 7008 }, desc: "战斗开始时掷出蚀甲酸瓶,对{target}造成攻击力{ap}%伤害,并必定使其破甲(防御降低,持续{dur}秒)" },
|
||||
],
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7009, value: 0.1, name: "锐矛之赐" }] },
|
||||
],
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "ap": 50 }, name: "奥术共鸣", icon: "100-Enchant-Magic", },
|
||||
{ lv: 12, attrs: {"ap":50}, name: "奥术共鸣", icon: "100-Enchant-Magic", },
|
||||
],
|
||||
info: "先手破甲+概率蚀甲+穿透光环,物理队核心增伤位",
|
||||
},
|
||||
@@ -1062,65 +1021,27 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
5018: {
|
||||
uuid: 5018, name: "雷暴领主", path: "hm4", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp - 10, ap: HERO_ROLE_BASE[HRole.Mage].ap + 20, def: HERO_ROLE_BASE[HRole.Mage].def,
|
||||
skills: {
|
||||
6009: {
|
||||
uuid: 6009, name: "雷霆弹", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: { "ap": 100 }, desc: "掷出雷霆弹,对{target}造成攻击力{ap}%伤害",
|
||||
6013: { uuid: 6013, name: "召唤闪电", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: {"ap":100}, desc: "召唤闪电,对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "para": 15 }, desc: "普通攻击有{para}%概率麻痹敌人,减缓其技能冷却恢复" },
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"para":15}, desc: "普通攻击有{para}%概率麻痹敌人,减缓其技能冷却恢复" },
|
||||
],
|
||||
},
|
||||
6203: {
|
||||
uuid: 6203, name: "雷霆裂空", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 200, "para": 40 }, desc: "释放雷霆裂空波,对{target}造成攻击力{ap}%伤害,{para}%概率麻痹敌人",
|
||||
6204: { uuid: 6204, name: "雷霆裂空", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":150,"para":50}, desc: "释放多束闪电,对{target}造成攻击力{ap}%伤害,{para}%概率麻痹敌人",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 250, "para": 60 }, desc: "释放雷霆裂空波,对{target}造成攻击力{ap}%伤害,{para}%概率麻痹敌人" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 300, "para": 80, "hit_count": 3 }, desc: "释放雷霆裂空波,对{target}造成攻击力{ap}%伤害,可多次命中,{para}%概率麻痹敌人" },
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200,"para":70}, desc: "释放雷霆裂空波,对{target}造成攻击力{ap}%伤害,{para}%概率麻痹敌人" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"para":100}, desc: "释放雷霆裂空波,对{target}造成攻击力{ap}%伤害,可多次命中,{para}%概率麻痹敌人" },
|
||||
],
|
||||
},
|
||||
},
|
||||
fstart: {
|
||||
6203: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, name: "雷击先手", t_num: 1, overrides: { "ap": 150, "para": 30, "icon": "100-Enchant-Magic" }, desc: "战斗开始释放雷击,对{target}造成攻击力{ap}%伤害,{para}%概率麻痹敌人" },
|
||||
],
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7003, value: 10, name: "雷云领域" }] },
|
||||
{ lv: 4, uuids: [{ uuid: 7024, value: 10, name: "雷电精准" }] },
|
||||
],
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "ap": 50 }, name: "奥术共鸣", icon: "100-Enchant-Magic", },
|
||||
{ lv: 12, attrs: {"ap":50}, name: "奥术共鸣", icon: "100-Enchant-Magic", },
|
||||
],
|
||||
info: "雷暴爆发+麻痹控场,法系主C",
|
||||
},
|
||||
// 5019 圣盾贤者 — 护盾反伤生存法:全队圣盾+荆棘反伤+受击荆棘
|
||||
5019: {
|
||||
uuid: 5019, name: "圣盾贤者", path: "hm5", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp + 20, ap: HERO_ROLE_BASE[HRole.Mage].ap - 5, def: HERO_ROLE_BASE[HRole.Mage].def + 5,
|
||||
skills: {
|
||||
6011: {
|
||||
uuid: 6011, name: "圣光飞瓶", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: { "ap": 100 }, desc: "掷出圣光飞瓶,对{target}造成攻击力{ap}%伤害",
|
||||
lv_entries: [
|
||||
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "proc_skill": { "s_uuid": 6516, "chance": 20, "overrides": { "timed_buff_id": 7028, "buff_value": 10 } } }, desc: "普通攻击概率凝聚荆棘护体(受击时反弹{buff_value}%所受伤害,持续{dur}秒)" },
|
||||
],
|
||||
},
|
||||
6301: {
|
||||
uuid: 6301, name: "奥术圣壁", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: { "TGroup": TGroup.Ally, "ap": 20, "timed_buff_id": 7027, "buff_value": 10 }, desc: "为全体友方施加生命最大值{ap}%的护盾,并附加荆棘(受击时反弹{buff_value}点伤害,持续{dur}秒)",
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 30, "buff_value": 15 }, desc: "为全体友方施加生命最大值{ap}%的护盾,并附加荆棘(受击时反弹{buff_value}点伤害,持续{dur}秒)" },
|
||||
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 40, "buff_value": 20 }, desc: "为全体友方施加生命最大值{ap}%的护盾,并附加荆棘(受击时反弹{buff_value}点伤害,持续{dur}秒)" },
|
||||
],
|
||||
},
|
||||
},
|
||||
atked: {
|
||||
6516: [
|
||||
{ lv: 4, s_lv: SkillLv.Lv1, name: "荆棘回应", t_num: 3, overrides: { "timed_buff_id": 7028, "buff_value": 10, "icon": "75-Shield-Stun" }, desc: "凝聚荆棘护体,受击时反弹{buff_value}%所受伤害,持续{dur}秒" },
|
||||
],
|
||||
},
|
||||
field: [
|
||||
{ lv: 4, uuids: [{ uuid: 7022, value: 8, name: "荆棘领域" }] },
|
||||
],
|
||||
bonus: [
|
||||
{ lv: 12, attrs: { "hp": 50 }, name: "守护之心", icon: "29-Endure", },
|
||||
],
|
||||
info: "全队护盾+荆棘反伤,生存反击法",
|
||||
},
|
||||
// @hero-setup:heroes-end
|
||||
// @hero-setup:heroes-end
|
||||
|
||||
/*
|
||||
*=============怪物配置列表================
|
||||
@@ -1199,9 +1120,9 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
};
|
||||
|
||||
export const HeroList: number[] = [
|
||||
// 编辑器导出自动同步(共 19 个)
|
||||
// 编辑器导出自动同步(共 18 个)
|
||||
5001, 5002, 5003, 5004, 5005, 5006, 5007, 5008, 5009, 5010,
|
||||
5011, 5012, 5013, 5014, 5015, 5016, 5017, 5018, 5019,
|
||||
5011, 5012, 5013, 5014, 5015, 5016, 5017, 5018,
|
||||
];
|
||||
// @hero-setup:region-end
|
||||
|
||||
@@ -1221,48 +1142,48 @@ export interface HeroComboInfo {
|
||||
}
|
||||
|
||||
/**
|
||||
* 推荐阵容表(几何王国复刻版 5001~5009)。
|
||||
* 推荐阵容表(基于现役 5001~5018 英雄实际技能组)。
|
||||
* 设计原则:
|
||||
* 1. 铁三角结构:1 前排(坦克)+ 1 增益(光环/先手)+ 1 主C
|
||||
* 2. 乘区分散:攻击/暴击/暴伤各占独立乘区,组合优先覆盖不同乘区避免稀释
|
||||
* 3. 发动机冗余:前排挨打/死亡触发增益,叠甲骑士(5005)死亡缠绕负责献祭点火
|
||||
* 1. 铁三角结构:heroes[0] 固定为近战前排(坦克/战士),其余按站位从近到远
|
||||
* 2. 乘区分散:攻击/攻速/暴击/穿透各占独立乘区,组合优先覆盖不同乘区避免稀释
|
||||
* 3. 主题唯一:每套阵容围绕一个流派关键词(暴击/控制/续航/破甲/光环/消耗)组队
|
||||
*/
|
||||
export const HeroComboSet: Record<number, HeroComboInfo> = {
|
||||
// 8001 暴击爆发流 — 暴击率与暴伤双乘区互不稀释,成型最强
|
||||
// 8001 暴击爆发流 — 连珠神射暴击光环喂养双物理C,成型最强
|
||||
8001: {
|
||||
uuid: 8001, name: "暴击爆发流",
|
||||
heroes: [5005, 5008, 5002],
|
||||
desc: "叠甲骑士前排抗伤叠甲,刀刀暴击的暴击光环与眩晕暴击哥的暴伤光环组成双乘区,双近战暴击爆发收割。",
|
||||
heroes: [5001, 5016, 5004],
|
||||
desc: "叠甲骑士前排抗伤+受击叠防,连珠神射暴击光环覆盖全队并以极速箭雨压场,刀刀暴击近战收割残局。",
|
||||
},
|
||||
// 8002 冰雷控制流 — 冰冻+击晕双控场,敌人出不了手
|
||||
// 8002 冰雷控制流 — 击晕+冰冻+麻痹三控链,敌人出不了手
|
||||
8002: {
|
||||
uuid: 8002, name: "冰雷控制流",
|
||||
heroes: [5007, 5004, 5001],
|
||||
desc: "微醺战神前排击退压场,冻住不谢冰冻链配合紫电魔女能量波击退击晕,击晕光环叠加,全场控制。",
|
||||
heroes: [5003, 5006, 5018],
|
||||
desc: "眩晕暴击哥前排开山斧必晕压阵,冻箭哥寒冰箭冰冻链,雷暴领主雷霆麻痹迟滞技能,三控交替敌人难以出手。",
|
||||
},
|
||||
// 8003 铁桶续航流 — 双防御前排+双治疗保血,最稳
|
||||
// 8003 铁桶续航流 — 双坦克承伤+治疗保血,最稳
|
||||
8003: {
|
||||
uuid: 8003, name: "铁桶续航流",
|
||||
heroes: [5005, 5009, 5006],
|
||||
desc: "叠甲骑士与铁壳斧弟双前排叠甲叠防,光明奶爸治疗+生命光环抬全队血线,专打持久消耗战。",
|
||||
heroes: [5009, 5011, 5008],
|
||||
desc: "甲虫领主受击自疗顶前排,控血大师受击全队永久生命成长+大招生命爆发,团疗奶爸全体治疗+战后回复光环,专打持久战。",
|
||||
},
|
||||
// 8004 先手爆发流 — 入场剑气先手+能量波跟进,短回合最强
|
||||
// 8004 破甲压制流 — 破甲+减攻双减益,克制高防高攻阵容
|
||||
8004: {
|
||||
uuid: 8004, name: "先手爆发流",
|
||||
heroes: [5003, 5001, 5008],
|
||||
desc: "格挡反杀入场500%剑气先手压血线,紫电魔女能量波击退跟进,眩晕暴击哥开山斧收割残局。",
|
||||
uuid: 8004, name: "破甲压制流",
|
||||
heroes: [5001, 5017, 5010],
|
||||
desc: "碎甲术士普攻/大招双通道破甲+穿透光环放大物理伤害,火箭哥五箭弹幕必挂减攻削弱敌方输出,叠甲骑士前排兜底。",
|
||||
},
|
||||
// 8005 破甲推进流 — 易伤放大全队伤害,克制高血Boss
|
||||
// 8005 光环覆盖流 — 闪避/攻击/攻速三光环全覆盖
|
||||
8005: {
|
||||
uuid: 8005, name: "破甲推进流",
|
||||
heroes: [5007, 5006, 5002],
|
||||
desc: "微醺战神气斩易伤放大全队伤害,光明奶爸治疗保前排,刀刀暴击吃满易伤与自身暴击完成推进。",
|
||||
uuid: 8005, name: "光环覆盖流",
|
||||
heroes: [5014, 5007, 5012],
|
||||
desc: "闪避哥前排+闪避光环提升全队生存,击退火女攻击光环、疾风法师攻速光环持续放大全队输出,三光环增益拉满。",
|
||||
},
|
||||
// 8006 光环覆盖流 — 攻击/暴击/暴伤/生命光环全覆盖
|
||||
// 8006 易伤消耗流 — 易伤放大出血DoT,磨血收割
|
||||
8006: {
|
||||
uuid: 8006, name: "光环覆盖流",
|
||||
heroes: [5002, 5006, 5001],
|
||||
desc: "刀刀暴击暴击+暴伤双光环、紫电魔女攻击光环、光明奶爸生命光环,四光环全覆盖持续放大全队输出。",
|
||||
uuid: 8006, name: "易伤消耗流",
|
||||
heroes: [5002, 5005, 5008],
|
||||
desc: "易伤剑仙气斩+普攻双通道挂易伤放大全队伤害,出血贼普攻+大招叠出血磨血,团疗奶爸治疗保前排打消耗战。",
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
@@ -236,6 +236,21 @@ export class Monster extends ecs.Entity {
|
||||
if (testSkills.fstart !== undefined) model.fstart = testSkills.fstart;
|
||||
if (testSkills.call !== undefined) model.call = testSkills.call;
|
||||
}
|
||||
// Boss 大招注入:在保留普攻的基础上追加(多个大招共存,由 SCastSystem 按 CD 轮转施放,
|
||||
// 含镜头聚焦 + 技能名横幅表现,与英雄大招同一条施法链路)
|
||||
const ults = (this as any)._testSkills?.ults;
|
||||
if (ults && ults.length > 0) {
|
||||
for (const ult of ults) {
|
||||
if (!ult || !ult.s_uuid) continue;
|
||||
model.skills[ult.s_uuid] = {
|
||||
uuid: ult.s_uuid,
|
||||
cd: ult.cd ?? 8,
|
||||
lv: 1,
|
||||
ccd: 0,
|
||||
overrides: ult.overrides
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// 按怪物等级 resolve 触发技能到运行时缓存(怪物无 lv 成长,恒用 mon_lv)
|
||||
model.runtime_call = resolveTriggerByLv(model.call, mon_lv);
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { Vec3, Prefab, instantiate, tween, Node } from "cc";
|
||||
import { Vec3, Prefab, instantiate, tween, Node, UITransform } from "cc";
|
||||
import { HeroAttrsComp } from "./HeroAttrsComp";
|
||||
import { HeroViewComp } from "./HeroViewComp";
|
||||
import { DTType, RType, SkillConfig, SkillKind, SkillSet, TGroup, SkillOverrides, mergeSkillParams } from "../common/config/SkillSet";
|
||||
import { DTType, RType, SkillConfig, SkillKind, SkillSet, SummonTMode, TGroup, SkillOverrides, mergeSkillParams } from "../common/config/SkillSet";
|
||||
import { Skill } from "../skill/Skill";
|
||||
import { SkillView } from "../skill/SkillView";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
@@ -20,12 +20,14 @@ import { BuffList } from "../common/config/BuffSet";
|
||||
import { CameraFX } from "../common/CameraFX";
|
||||
import { ScreenShake } from "../common/ScreenShake";
|
||||
|
||||
/** 召唤参数:数量 / XY 步进偏移 / 生成间隔,均由技能 prefab 上的 SkillView 配置 */
|
||||
/** 召唤参数:数量 / XY 步进偏移 / 生成间隔 / 目标选择模式,均由技能 prefab 上的 SkillView 配置 */
|
||||
export interface SummonParams {
|
||||
count: number;
|
||||
x_offset: number;
|
||||
y_offset: number;
|
||||
interval: number;
|
||||
/** 多次施放的目标选择模式(同一敌人/随机敌人/避免相同敌人) */
|
||||
target_mode: SummonTMode;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -137,12 +139,12 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
mockAttrs.type = HType.Long; // 假定为远程,拥有较长索敌范围
|
||||
mockAttrs.dis = 2000; // 给予全屏以上的索敌范围
|
||||
|
||||
// 伪造一个 view 供找敌逻辑使用,位置为 spawnPos(random/unique 模式实时索敌也复用)
|
||||
const mockView = {
|
||||
node: { position: spawnPos }
|
||||
} as any;
|
||||
let targetPos: Vec3 | null = null;
|
||||
if (!isFriendly) {
|
||||
// 伪造一个 view 供找敌逻辑使用,位置为 spawnPos
|
||||
const mockView = {
|
||||
node: { position: spawnPos }
|
||||
} as any;
|
||||
// 获取全屏索敌范围
|
||||
const maxRange = this.resolveMaxCastRange(mockAttrs, mockAttrs.type as HType);
|
||||
const target = this.findNearestEnemyInRange(mockAttrs, mockView, maxRange);
|
||||
@@ -157,6 +159,8 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
}
|
||||
|
||||
mLogger.log(this.debugMode, "SCastSystem", `[卡牌施法] 释放技能「${config.name}」(s_uuid:${s_uuid}) rarity:${rarity} castTimes:${castTimes} targetPos:${targetPos ? `(${targetPos.x.toFixed(0)},${targetPos.y.toFixed(0)})` : "none"} isFriendly:${isFriendly}`);
|
||||
// unique 模式去重记录:本次施法序列内已锁定过的敌人 eid
|
||||
const usedTargetEids = new Set<number>();
|
||||
for (let i = 0; i < castTimes; i++) {
|
||||
// 多发/召唤按间隔错峰执行:i=0 立即,其余延迟 i*castInterval(召唤间隔由 prefab 配置)
|
||||
const exec = () => {
|
||||
@@ -167,7 +171,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
if (friendlyTargets.length === 0) return;
|
||||
this.applyFriendlySkillEffects(s_uuid, rarity, config, null as any, mockAttrs, friendlyTargets, spawnPos);
|
||||
} else {
|
||||
const enemyTargetPos = this.resolveRepeatCastTargetPos(targetPos, i, summon);
|
||||
const enemyTargetPos = this.resolveSummonCastTargetPos(config, mockAttrs, mockView, targetPos, i, summon, usedTargetEids);
|
||||
this.createSkillEntityForCard(s_uuid, rarity, mockAttrs, spawnPos, enemyTargetPos, i, overrides, summon);
|
||||
}
|
||||
};
|
||||
@@ -214,14 +218,14 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
/**
|
||||
* 解析单次施法的召唤参数。
|
||||
* 数量优先级:合并后配置上的 summon_count(heroSet overrides 可覆写) > prefab 上 SkillView.summon_count;
|
||||
* XY 偏移与间隔仅由 prefab 配置。
|
||||
* XY 偏移、间隔与目标选择模式仅由 prefab 配置。
|
||||
*/
|
||||
private resolveSummonParams(config: SkillConfig): SummonParams {
|
||||
const fromPrefab = this.readSummonParamsFromPrefab(config.sp_name);
|
||||
const count = typeof config.summon_count === "number"
|
||||
? Math.max(1, Math.floor(config.summon_count))
|
||||
: fromPrefab.count;
|
||||
return { count, x_offset: fromPrefab.x_offset, y_offset: fromPrefab.y_offset, interval: fromPrefab.interval };
|
||||
return { count, x_offset: fromPrefab.x_offset, y_offset: fromPrefab.y_offset, interval: fromPrefab.interval, target_mode: fromPrefab.target_mode };
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -232,7 +236,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
const cached = this.summonParamsCache.get(sp_name);
|
||||
if (cached) return cached;
|
||||
const path = `game/skill/atk/${sp_name}`;
|
||||
let params: SummonParams = { count: 1, x_offset: 0, y_offset: 0, interval: 0 };
|
||||
let params: SummonParams = { count: 1, x_offset: 0, y_offset: 0, interval: 0, target_mode: SummonTMode.same };
|
||||
const prefab = oops.res.get(path, Prefab) as Prefab | null;
|
||||
if (prefab) {
|
||||
const view = prefab.data?.getComponent(SkillView);
|
||||
@@ -242,6 +246,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
x_offset: view.summon_x_offset,
|
||||
y_offset: view.summon_y_offset,
|
||||
interval: view.summon_interval,
|
||||
target_mode: view.summon_target_mode ?? SummonTMode.same,
|
||||
};
|
||||
}
|
||||
this.summonParamsCache.set(sp_name, params);
|
||||
@@ -355,6 +360,8 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
}
|
||||
heroView.skill_name(val, s_uuid)
|
||||
mLogger.log(this.debugMode, "SCastSystem", `[触发施法] ${heroAttrs.hero_name}(uuid:${heroAttrs.hero_uuid}) 触发类型:${triggerType ?? "none"} 释放技能「${config.name}」(s_uuid:${s_uuid}) lv:${skillLv} ${isFriendly ? "友方" : "对敌"} castTimes:${castTimes}`);
|
||||
// unique 模式去重记录:本次施法序列内已锁定过的敌人 eid
|
||||
const usedTargetEids = new Set<number>();
|
||||
for (let i = 0; i < castTimes; i++) {
|
||||
if (!heroView.node || !heroView.node.isValid) return;
|
||||
// 多发/召唤按间隔错峰执行:i=0 立即,其余延迟 i*castInterval(召唤间隔由 prefab 配置)
|
||||
@@ -367,7 +374,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
this.applyFriendlySkillEffects(s_uuid, skillLv, config, heroView, heroAttrs, friendlyTargets, null);
|
||||
return;
|
||||
}
|
||||
const enemyTargetPos = this.resolveRepeatCastTargetPos(targetPos, i, summon);
|
||||
const enemyTargetPos = this.resolveSummonCastTargetPos(config, heroAttrs, heroView, targetPos, i, summon, usedTargetEids);
|
||||
this.applyEnemySkillEffects(s_uuid, skillLv, config, heroView, heroAttrs, enemyTargetPos, i, overrides, summon);
|
||||
}, i * castInterval);
|
||||
}
|
||||
@@ -469,6 +476,8 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
// 注意:这里仍然是基于时间的延迟,受帧率波动影响。
|
||||
// 若需精确同步,建议在动画中添加帧事件并在 HeroViewComp 中监听。
|
||||
const delay = config.ready > 0 ? config.ready : FightSet.SKILL_CAST_DELAY;
|
||||
// unique 模式去重记录:本次施法序列内已锁定过的敌人 eid
|
||||
const usedTargetEids = new Set<number>();
|
||||
|
||||
heroView.scheduleOnce(() => {
|
||||
if (!smc.mission.play || smc.mission.pause || !smc.mission.in_fight) return;
|
||||
@@ -484,7 +493,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
this.applyFriendlySkillEffects(s_uuid, skillLv, config, heroView, heroAttrs, friendlyTargets, null);
|
||||
return;
|
||||
}
|
||||
const enemyTargetPos = this.resolveRepeatCastTargetPos(castPlan.targetPos, i, summon);
|
||||
const enemyTargetPos = this.resolveSummonCastTargetPos(config, heroAttrs, heroView, castPlan.targetPos, i, summon, usedTargetEids);
|
||||
this.applyEnemySkillEffects(s_uuid, skillLv, config, heroView, heroAttrs, enemyTargetPos, i, overrides, summon);
|
||||
}, i * castInterval);
|
||||
}
|
||||
@@ -537,6 +546,71 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
return new Vec3(targetPos.x + offset.x, targetPos.y + offset.y, targetPos.z);
|
||||
}
|
||||
|
||||
/**
|
||||
* 解析第 castIndex 次施放的对敌目标点(召唤目标选择模式入口)。
|
||||
* - same(默认):沿用施法时锁定的目标点并按召唤偏移对称铺开(原行为);
|
||||
* - random:每次出手时从射程内敌人中随机锁定一个(错峰施放时实时索敌,目标状态最新鲜);
|
||||
* - unique:优先锁定本轮未选过的敌人,敌人不足一轮时重置去重记录再来一轮;
|
||||
* 实时索敌失败(敌人死亡/移动出射程)时回退施法时锁定的目标点,保证技能不落空。
|
||||
*/
|
||||
private resolveSummonCastTargetPos(config: SkillConfig, heroAttrs: HeroAttrsComp, heroView: HeroViewComp | null, baseTargetPos: Vec3 | null, castIndex: number, summon: SummonParams | undefined, usedEids: Set<number>): Vec3 | null {
|
||||
if (!summon || summon.count <= 1 || summon.target_mode === SummonTMode.same) {
|
||||
return this.resolveRepeatCastTargetPos(baseTargetPos, castIndex, summon);
|
||||
}
|
||||
const maxRange = this.resolveMaxCastRange(heroAttrs, heroAttrs.type as HType);
|
||||
const enemies = this.collectEnemiesInRange(heroAttrs, heroView, maxRange);
|
||||
const picked = enemies.length > 0 ? this.pickEnemyByTargetMode(enemies, summon.target_mode, usedEids) : null;
|
||||
if (picked?.node) {
|
||||
mLogger.log(this.debugMode, "SCastSystem", `[召唤索敌] 「${config.name}」第${castIndex + 1}个实体锁定目标 eid:${picked.ent?.eid} 模式:${SummonTMode[summon.target_mode]}`);
|
||||
// 与 resolveEnemyCastTargetPos 保持一致:贝塞尔取脚底原始坐标,其余补半身高命中身体中心
|
||||
const pos = config.RType === RType.bezier ? picked.node.position.clone() : this.buildEnemyCastTargetPos(picked);
|
||||
// 召唤偏移铺开仍生效:random 模式重复锁定同一敌人时,避免实体完全重叠
|
||||
const offset = this.resolveCastOffset(castIndex, summon);
|
||||
pos.x += offset.x;
|
||||
pos.y += offset.y;
|
||||
return pos;
|
||||
}
|
||||
// 实时索敌失败:回退施法时锁定的目标点
|
||||
return this.resolveRepeatCastTargetPos(baseTargetPos, castIndex, summon);
|
||||
}
|
||||
|
||||
/** 按目标模式从射程内候选敌人中挑选本次施放的锁定目标,并写入去重记录 */
|
||||
private pickEnemyByTargetMode(enemies: HeroViewComp[], mode: SummonTMode, usedEids: Set<number>): HeroViewComp | null {
|
||||
let pool = enemies;
|
||||
if (mode === SummonTMode.unique) {
|
||||
const unused = enemies.filter(view => !view.ent || !usedEids.has(view.ent.eid));
|
||||
if (unused.length > 0) {
|
||||
pool = unused;
|
||||
} else {
|
||||
// 敌人不足一轮:重置已选记录,重新开始去重,保证尽量分散
|
||||
usedEids.clear();
|
||||
}
|
||||
}
|
||||
const picked = pool[Math.floor(Math.random() * pool.length)];
|
||||
if (picked?.ent) usedEids.add(picked.ent.eid);
|
||||
return picked ?? null;
|
||||
}
|
||||
|
||||
/** 收集施法者射程内的全部敌方目标(随机/去重目标模式实时索敌用),网格遍历与 findNearestEnemyByGrid 同源 */
|
||||
private collectEnemiesInRange(heroAttrs: HeroAttrsComp, heroView: HeroViewComp | null, maxRange: number): HeroViewComp[] {
|
||||
const result: HeroViewComp[] = [];
|
||||
if (!heroView?.node) return result;
|
||||
const grid = heroAttrs.fac === FacSet.HERO ? smc.mission.monGrid : smc.mission.heroGrid;
|
||||
const currentX = heroView.node.position.x;
|
||||
for (const eid of grid) {
|
||||
if (eid < 0) continue;
|
||||
const entity = ecs.getEntityByEid(eid);
|
||||
if (!entity) continue;
|
||||
const model = entity.get(HeroAttrsComp);
|
||||
const view = entity.get(HeroViewComp);
|
||||
if (!model || model.is_dead || model.is_reviving || !view?.node) continue;
|
||||
if (Math.abs(currentX - view.node.position.x) <= maxRange) {
|
||||
result.push(view);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/** 解析第 castIndex 个实体的偏移:召唤技能按 prefab 配置对称交替铺开(0, +1, -1, +2, -2... 档 × 步进值);多发回落纵向扇形档位 */
|
||||
private resolveCastOffset(castIndex: number, summon?: SummonParams): { x: number; y: number } {
|
||||
if (summon && summon.count > 1) {
|
||||
@@ -883,7 +957,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
return nearestEnemy.node?.position.clone() ?? null;
|
||||
}
|
||||
if (config.DTType !== DTType.range) {
|
||||
return this.buildEnemyCastTargetPos(heroView, nearestEnemy, maxRange);
|
||||
return this.buildEnemyCastTargetPos(nearestEnemy);
|
||||
}
|
||||
const frontEnemy = this.findFrontEnemyInRange(heroAttrs, heroView, maxRange, nearestEnemy);
|
||||
if (!frontEnemy?.node) return null;
|
||||
@@ -897,19 +971,10 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
return heroAttrs.dis;
|
||||
}
|
||||
|
||||
/** 生成沿目标方向的施法目标坐标 */
|
||||
private buildEnemyCastTargetPos(caster: HeroViewComp, target: HeroViewComp, castRange: number): Vec3 {
|
||||
// 直接返回目标的真实坐标,保留其 Y 轴信息,确保能向目标真实所在位置发射
|
||||
// 考虑到目前角色的 y 坐标都是脚底(碰撞体底部),为了命中身体中心,给目标 y 加上高度的一半
|
||||
let halfHeight = 0;
|
||||
if (target.node) {
|
||||
const transform = target.node.getComponent('cc.UITransform') as any;
|
||||
if (transform) {
|
||||
halfHeight = transform.height / 2;
|
||||
} else {
|
||||
halfHeight = 40; // 如果没有 UITransform,给一个默认高度偏移
|
||||
}
|
||||
}
|
||||
/** 生成对敌施法目标坐标:直接返回目标的真实坐标;y 为脚底(碰撞体底部),补半身高以命中身体中心 */
|
||||
private buildEnemyCastTargetPos(target: HeroViewComp): Vec3 {
|
||||
const transform = target.node?.getComponent(UITransform);
|
||||
const halfHeight = transform ? transform.height / 2 : 40; // 无 UITransform 时给默认高度偏移
|
||||
|
||||
const pos = target.node.position.clone();
|
||||
pos.y += halfHeight;
|
||||
|
||||
@@ -247,11 +247,13 @@ export class HeroInfoComp extends CCComp {
|
||||
* @param delta 1 下一个,-1 上一个
|
||||
*/
|
||||
private switchHero(delta: 1 | -1) {
|
||||
// 与图鉴页面排序同源:仅按品质降序 → uuid 升序
|
||||
// 与图鉴页面排序同源:按职业(HRole)升序 → uuid 升序
|
||||
const sorted = [...HeroList].sort((a, b) => {
|
||||
const ra = HeroInfo[a]?.rarity ?? 1;
|
||||
const rb = HeroInfo[b]?.rarity ?? 1;
|
||||
if (ra !== rb) return rb - ra;
|
||||
const heroA = HeroInfo[a];
|
||||
const heroB = HeroInfo[b];
|
||||
const roleA = heroA?.role ?? 0;
|
||||
const roleB = heroB?.role ?? 0;
|
||||
if (roleA !== roleB) return roleA - roleB;
|
||||
return a - b;
|
||||
});
|
||||
if (sorted.length === 0) return;
|
||||
|
||||
@@ -113,11 +113,13 @@ export class HerosListComp extends CCComp {
|
||||
|
||||
this.cards_node.removeAllChildren()
|
||||
|
||||
// 图鉴排序:仅按品质降序 → uuid 升序(与养成进度解耦,保持展示稳定)
|
||||
// 图鉴排序:按职业(HRole)升序 → uuid 升序(与养成进度解耦,保持展示稳定)
|
||||
const sorted = [...HeroList].sort((a, b) => {
|
||||
const ra = HeroInfo[a]?.rarity ?? 1;
|
||||
const rb = HeroInfo[b]?.rarity ?? 1;
|
||||
if (ra !== rb) return rb - ra;
|
||||
const heroA = HeroInfo[a];
|
||||
const heroB = HeroInfo[b];
|
||||
const roleA = heroA?.role ?? 0;
|
||||
const roleB = heroB?.role ?? 0;
|
||||
if (roleA !== roleB) return roleA - roleB;
|
||||
return a - b;
|
||||
})
|
||||
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
* - 第 5 节胜利 → open_Victory(final) 弹结算,确认退出并存档进下一关。
|
||||
* - cleanComponents() / clearBattlePools() 仅在整关开始/结束时执行,节间不调用。
|
||||
*/
|
||||
import { _decorator, Vec3, Animation, instantiate, Prefab, Node, NodeEventType, ProgressBar, Label, CCInteger, tween, v3, Tween, Widget, UIOpacity } from "cc";
|
||||
import { _decorator, Node, NodeEventType, Label, tween, v3, Tween, Widget, Color, Sprite, ProgressBar } 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 { smc } from "../common/SingletonModuleComp";
|
||||
@@ -31,7 +31,6 @@ import { SkillTriggerHelper } from "../hero/SkillTriggerHelper";
|
||||
import { UIID } from "../common/config/GameUIConfig";
|
||||
import { SkillView } from "../skill/SkillView";
|
||||
import { FacSet, FightSet } from "../common/config/GameSet";
|
||||
import { HeroInfo } from "../common/config/heroSet";
|
||||
import { mLogger } from "../common/Logger";
|
||||
import { Monster } from "../hero/Mon";
|
||||
import { Skill } from "../skill/Skill";
|
||||
@@ -80,8 +79,6 @@ type SettleType = "defeat" | "final";
|
||||
export class MissionComp extends CCComp {
|
||||
@property({ tooltip: "是否启用调试日志" })
|
||||
private debugMode: boolean = true;
|
||||
@property({ tooltip: "是否显示战斗内存观测面板" })
|
||||
private showMemoryPanel: boolean = false;
|
||||
|
||||
|
||||
// ======================== 配置参数 ========================
|
||||
@@ -97,6 +94,21 @@ export class MissionComp extends CCComp {
|
||||
@property(Node)
|
||||
tooltip: Node = null!
|
||||
|
||||
/** 回合指示节点(5 个,索引 0~4 对应回合 1~5),按回合进度染色 */
|
||||
@property({ type: [Node], tooltip: "回合指示节点(按回合 1~5 顺序绑定)" })
|
||||
round_nodes: Node[] = [];
|
||||
|
||||
/** 回合进度条:第 1 回合 0%,每推进一回合 +25%(第 5 回合满格) */
|
||||
@property({ type: ProgressBar, tooltip: "回合进度条(第 1 回合 0%,每回合 +25%)" })
|
||||
round_progress: ProgressBar = null!;
|
||||
|
||||
/** 回合指示:未激活(白色) */
|
||||
private static readonly ROUND_INACTIVE = new Color(255, 255, 255, 255);
|
||||
/** 回合指示:已激活(橙黄 #FFA300) */
|
||||
private static readonly ROUND_ACTIVE = new Color(255, 163, 0, 255);
|
||||
/** 回合指示:Boss 当前回合(红色) */
|
||||
private static readonly ROUND_BOSS = new Color(230, 60, 60, 255);
|
||||
|
||||
/** 阶段名称映射表(用于 UI 显示) */
|
||||
private static readonly PhaseNameMap: Record<MissionPhase, string> = {
|
||||
[MissionPhase.None]: "未开始",
|
||||
@@ -133,26 +145,6 @@ export class MissionComp extends CCComp {
|
||||
private lastTimeStr: string = "";
|
||||
/** 上一次显示的秒数(避免重复计算) */
|
||||
private lastTimeSecond: number = -1;
|
||||
/** 性能监控面板 Label 引用 */
|
||||
private memoryLabel: Label | null = null;
|
||||
/** 性能监控刷新计时器 */
|
||||
private memoryRefreshTimer: number = 0;
|
||||
/** 上一次性能文本(避免重复渲染) */
|
||||
private lastMemoryText: string = "";
|
||||
/** 帧间隔累加(用于计算平均 FPS) */
|
||||
private perfDtAcc: number = 0;
|
||||
/** 帧数计数 */
|
||||
private perfFrameCount: number = 0;
|
||||
/** 初始堆内存基准值(MB) */
|
||||
private heapBaseMB: number = -1;
|
||||
/** 堆内存峰值(MB) */
|
||||
private heapPeakMB: number = 0;
|
||||
/** 堆内存增长趋势(MB/分钟) */
|
||||
private heapTrendPerMinMB: number = 0;
|
||||
/** 趋势计算计时器 */
|
||||
private heapTrendTimer: number = 0;
|
||||
/** 趋势计算基准(MB) */
|
||||
private heapTrendBaseMB: number = -1;
|
||||
/** 怪物数量同步计时器(降低同步频率) */
|
||||
private monsterCountSyncTimer: number = 0;
|
||||
/** 当前回合数(= 当前小节号,驱动 HUD 回合/进度显示) */
|
||||
@@ -161,8 +153,6 @@ export class MissionComp extends CCComp {
|
||||
private isBossWave: boolean = false;
|
||||
/** 超时回合已在 onBattleTimeout 预扣留存分,BattleEnd 需跳过重复累加 */
|
||||
private skipRemainScoreOnBattleEnd: boolean = false;
|
||||
/** 上节清场时间快照(含清场加速还原,供评分统计) */
|
||||
private lastWaveClearTime: number = 0;
|
||||
/** 当前任务阶段 */
|
||||
public currentPhase: MissionPhase = MissionPhase.None;
|
||||
/** 是否处于回合间倒计时状态 */
|
||||
@@ -180,11 +170,9 @@ export class MissionComp extends CCComp {
|
||||
|
||||
// ======================== 关卡进度状态 ========================
|
||||
|
||||
/** 当前章节号 */
|
||||
public currentChapter: number = 1;
|
||||
/** 当前关卡号(1~10) */
|
||||
/** 当前关卡号(无限关,1~∞) */
|
||||
public currentStage: number = 1;
|
||||
/** 当前小节号(1~SECTIONS_PER_STAGE) */
|
||||
/** 当前回合号(1~SECTIONS_PER_STAGE) */
|
||||
public currentSection: number = 1;
|
||||
|
||||
// ======================== ECS 查询匹配器(预缓存) ========================
|
||||
@@ -202,7 +190,6 @@ export class MissionComp extends CCComp {
|
||||
this.heroViewMatcher = ecs.allOf(HeroViewComp);
|
||||
this.skillViewMatcher = ecs.allOf(SkillView);
|
||||
this.heroAttrsMatcher = ecs.allOf(HeroAttrsComp);
|
||||
this.showMemoryPanel = false
|
||||
// 注册生命周期事件
|
||||
this.on(GameEvent.MissionEnd, this.mission_end, this)
|
||||
this.on(GameEvent.NewWave, this.onNewWave, this)
|
||||
@@ -212,10 +199,9 @@ export class MissionComp extends CCComp {
|
||||
this.start_btn?.on(NodeEventType.TOUCH_END, this.onStartFightBtnClick, this)
|
||||
// 开局免费三选一选完后自动进入战斗
|
||||
oops.message.on("OpeningPicksDone", this.onOpeningPicksDone, this);
|
||||
this.removeMemoryPanel()
|
||||
}
|
||||
|
||||
onAdded(args: any) {
|
||||
onAdded() {
|
||||
// 使用 scheduleOnce 将事件推迟到下一帧执行,
|
||||
// 确保所有关联组件(如 MissionCardComp 等)都已经完成其 onLoad 生命周期。
|
||||
this.scheduleOnce(() => {
|
||||
@@ -370,7 +356,6 @@ export class MissionComp extends CCComp {
|
||||
this.changePhase(MissionPhase.Prepare);
|
||||
// 派发首个 SectionStart,MissionMonComp 据此生成开局怪物
|
||||
oops.message.dispatchEvent(GameEvent.SectionStart, {
|
||||
chapter: this.currentChapter,
|
||||
stage: this.currentStage,
|
||||
section: this.currentSection,
|
||||
});
|
||||
@@ -455,7 +440,6 @@ export class MissionComp extends CCComp {
|
||||
*/
|
||||
private changePhase(targetPhase: MissionPhase) {
|
||||
if (this.currentPhase === targetPhase) return;
|
||||
const oldPhase = this.currentPhase;
|
||||
this.currentPhase = targetPhase;
|
||||
|
||||
const phaseName = MissionComp.PhaseNameMap[targetPhase] || "未知";
|
||||
@@ -556,8 +540,6 @@ export class MissionComp extends CCComp {
|
||||
// 英雄为真实死亡(实体已销毁),本节死亡数取死亡记录长度
|
||||
const heroDeathCount = smc.mission.dead_heroes.length;
|
||||
|
||||
// 快照清场时间供评分统计(onNewWave 会清零 clearTime,必须提前快照)
|
||||
this.lastWaveClearTime = this.clearTime;
|
||||
// 【评分系统 - 战绩分】记录全员存活的胜利节数(额外加分)
|
||||
if (hasHero && heroDeathCount === 0) {
|
||||
smc.vmdata.scores.wave_all_alive_count++;
|
||||
@@ -751,11 +733,11 @@ export class MissionComp extends CCComp {
|
||||
* - 胜利即 final(通关),存档推进到下一关;失败即 defeat(进度不变,可复活/再来一次)
|
||||
* - 切入 BattleEnd,2s 后由 autoNextPhase 自动弹出 VictoryComp
|
||||
*
|
||||
* @param e 事件对象(未使用)
|
||||
* @param is_hero_dead 是否因英雄全灭触发
|
||||
* @param _e 事件对象(未使用)
|
||||
* @param _is_hero_dead 是否因英雄全灭触发(当前未使用,保留签名以统一事件调用口径)
|
||||
* @param victory 是否胜利(默认 false)
|
||||
*/
|
||||
open_Victory(e: any, is_hero_dead: boolean = false, victory: boolean = false) {
|
||||
open_Victory(_e: any, _is_hero_dead: boolean = false, victory: boolean = false) {
|
||||
// 战斗结束(通关/失败),标记暂停状态以切断节间流转逻辑
|
||||
smc.mission.pause = true;
|
||||
this._victory = victory;
|
||||
@@ -765,23 +747,18 @@ export class MissionComp extends CCComp {
|
||||
// 失败:进度不变,结算窗走复活/再来一次/退出流程
|
||||
this._settleType = "defeat";
|
||||
} else {
|
||||
// 通关(Boss 节胜利):结算窗显示通关标题,确认退出并存档进下一关
|
||||
// 通关(Boss 回合胜利):无限关卡模式,存档永远推进到下一关第 1 节
|
||||
// (仅写存档,内存进度保留用于本局结算显示)
|
||||
this._settleType = "final";
|
||||
this._settleTitle = this.currentStage >= 10 ? "本章通关" : "本关通关";
|
||||
// 存档推进到下一关第 1 节(仅写存档,内存进度保留用于本局结算显示);
|
||||
// 第 10 关通关即本章全通,存档停留等待后续章节扩展
|
||||
if (this.currentStage < 10) {
|
||||
smc.updateStageProgress({
|
||||
chapter: this.currentChapter,
|
||||
stage: this.currentStage + 1,
|
||||
section: 1,
|
||||
});
|
||||
if ((smc as any).updateCloudData) {
|
||||
(smc as any).updateCloudData();
|
||||
}
|
||||
mLogger.log(this.debugMode, 'MissionComp',
|
||||
`[StageProgress] 本关通关,存档推进: ${this.currentChapter}-${this.currentStage + 1}-1`);
|
||||
this._settleTitle = "本关通关";
|
||||
smc.updateStageProgress({
|
||||
stage: this.currentStage + 1,
|
||||
});
|
||||
if ((smc as any).updateCloudData) {
|
||||
(smc as any).updateCloudData();
|
||||
}
|
||||
mLogger.log(this.debugMode, 'MissionComp',
|
||||
`[StageProgress] 本关通关,存档推进: ${this.currentStage + 1}-1`);
|
||||
}
|
||||
// 直接切入 BattleEnd,2s 后由 autoNextPhase 自动流转弹窗结算
|
||||
this.changePhase(MissionPhase.BattleEnd);
|
||||
@@ -836,20 +813,11 @@ export class MissionComp extends CCComp {
|
||||
this.currentWave = 1;
|
||||
this.isBossWave = false;
|
||||
this.skipRemainScoreOnBattleEnd = false;
|
||||
this.lastWaveClearTime = 0;
|
||||
this.updateRoundNodes();
|
||||
this.rewards = []
|
||||
this.revive_times = 1;
|
||||
this.lastTimeStr = "";
|
||||
this.lastTimeSecond = -1;
|
||||
this.memoryRefreshTimer = 0;
|
||||
this.lastMemoryText = "";
|
||||
this.perfDtAcc = 0;
|
||||
this.perfFrameCount = 0;
|
||||
this.heapBaseMB = -1;
|
||||
this.heapPeakMB = 0;
|
||||
this.heapTrendPerMinMB = 0;
|
||||
this.heapTrendTimer = 0;
|
||||
this.heapTrendBaseMB = -1;
|
||||
this.monsterCountSyncTimer = 0;
|
||||
|
||||
spawningEngine.reset();
|
||||
@@ -868,57 +836,48 @@ export class MissionComp extends CCComp {
|
||||
// ======================== 关卡进度管理 ========================
|
||||
|
||||
/**
|
||||
* 加载关卡进度存档(一关一局:只恢复大关,节恒从 1 开始)
|
||||
* 从 smc.data.stage_progress 恢复章节/大关,缺省从 1-1-1 开始
|
||||
* 加载关卡进度存档(一关一局:只恢复大关,回合恒从 1 开始)
|
||||
* 从 smc.data.stage_progress 恢复关卡号,缺省从第 1 关开始
|
||||
*/
|
||||
private loadStageProgress() {
|
||||
const progress = smc.data.stage_progress;
|
||||
if (progress && progress.chapter >= 1 && progress.stage >= 1) {
|
||||
this.currentChapter = progress.chapter;
|
||||
this.currentStage = progress.stage;
|
||||
} else {
|
||||
this.currentChapter = 1;
|
||||
this.currentStage = 1;
|
||||
}
|
||||
// 一关一局:进入关卡始终从第 1 节开打
|
||||
this.currentStage = Math.max(1, Math.floor(progress?.stage ?? 1));
|
||||
// 一关一局:进入关卡始终从第 1 回合开打
|
||||
this.currentSection = 1;
|
||||
// 加载完成后将权威进度镜像到 vmdata,驱动 HUD 实时显示
|
||||
smc.syncStageProgressToView();
|
||||
mLogger.log(this.debugMode, 'MissionComp',
|
||||
`[StageProgress] 加载进度: ${getProgressText(this.currentChapter, this.currentStage, this.currentSection)}`);
|
||||
`[StageProgress] 加载进度: ${getProgressText(this.currentStage, this.currentSection)}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 推进到下一小节(节间自动推进):
|
||||
* 1. 节号 +1,派发 SectionStart 触发 MissionMonComp 生成下一节怪物(从右侧跑入)。
|
||||
* 推进到下一回合(回合间自动推进):
|
||||
* 1. 回合号 +1,派发 SectionStart 触发 MissionMonComp 生成下一回合怪物(从右侧跑入)。
|
||||
* 2. 不清理英雄/技能实体、不重置局内数据、不重新三选一——英雄保留并自动归位(编队排队)。
|
||||
* 3. 进度实时镜像到 HUD,但不写持久存档(存档只在整关通关时推进到下一关)。
|
||||
*
|
||||
* 调用时机:PrepareStart 过场倒计时结束(autoNextPhase)。
|
||||
* 保证:仅 1~4 节清场后触发,末节(BOSS_SECTION)已走 open_Victory 结算,不会推进。
|
||||
* 保证:仅 1~4 回合清场后触发,末回合(BOSS_SECTION)已走 open_Victory 结算,不会推进。
|
||||
*/
|
||||
private advanceToNextSection() {
|
||||
this.currentSection++;
|
||||
// 节号实时同步到 HUD(内存进度,不持久化;整关通关时才统一写大关存档)。
|
||||
// 回合号实时同步到 HUD(内存进度,不持久化;整关通关时才统一写大关存档)。
|
||||
// 直接写 vmdata 视图层而非走 syncStageProgressToView(后者从 data 读,而 data 仍停留在大关起点)
|
||||
const view = smc.vmdata.stage_progress;
|
||||
view.chapter = this.currentChapter;
|
||||
view.stage = this.currentStage;
|
||||
view.section = this.currentSection;
|
||||
oops.message.dispatchEvent(GameEvent.STAGE_PROGRESS_UPDATE);
|
||||
// 触发 SectionStart 事件,MissionMonComp 据此生成下一节怪物(从右侧跑入)
|
||||
// 触发 SectionStart 事件,MissionMonComp 据此生成下一回合怪物(从右侧跑入)
|
||||
oops.message.dispatchEvent(GameEvent.SectionStart, {
|
||||
chapter: this.currentChapter,
|
||||
stage: this.currentStage,
|
||||
section: this.currentSection,
|
||||
});
|
||||
mLogger.log(this.debugMode, 'MissionComp',
|
||||
`[StageProgress] 进入小节: ${getProgressText(this.currentChapter, this.currentStage, this.currentSection)}`);
|
||||
`[StageProgress] 进入回合: ${getProgressText(this.currentStage, this.currentSection)}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 重开本关:清理战场并重置数据,从本关第 1 节重新开始
|
||||
* Why: 一关一局,失败"再来一次"即整关重打(节恒从 1 开始)
|
||||
* 重开本关:清理战场并重置数据,从本关第 1 回合重新开始
|
||||
* Why: 一关一局,失败"再来一次"即整关重打(回合恒从 1 开始)
|
||||
*/
|
||||
private restartCurrentMission() {
|
||||
// 清理战场与局内数据
|
||||
@@ -929,21 +888,20 @@ export class MissionComp extends CCComp {
|
||||
this._victory = false;
|
||||
this._settleType = "defeat";
|
||||
this._settleTitle = "";
|
||||
// 一关一局:重开从第 1 节开始
|
||||
// 一关一局:重开从第 1 回合开始
|
||||
this.currentSection = 1;
|
||||
// 进入准备阶段
|
||||
this.changePhase(MissionPhase.Prepare);
|
||||
// 触发 MissionStart 重置开局免费抽卡
|
||||
oops.message.dispatchEvent(GameEvent.MissionStart, {});
|
||||
oops.message.dispatchEvent(GameEvent.FightReady);
|
||||
// 触发 SectionStart 重新生成本关第 1 节怪物
|
||||
// 触发 SectionStart 重新生成本关第 1 回合怪物
|
||||
oops.message.dispatchEvent(GameEvent.SectionStart, {
|
||||
chapter: this.currentChapter,
|
||||
stage: this.currentStage,
|
||||
section: this.currentSection,
|
||||
});
|
||||
mLogger.log(this.debugMode, 'MissionComp',
|
||||
`[StageProgress] 重开本关: ${getProgressText(this.currentChapter, this.currentStage, this.currentSection)}`);
|
||||
`[StageProgress] 重开本关: ${getProgressText(this.currentStage, this.currentSection)}`);
|
||||
}
|
||||
|
||||
// ======================== 回合管理 ========================
|
||||
@@ -959,7 +917,7 @@ export class MissionComp extends CCComp {
|
||||
* @param event 事件名
|
||||
* @param data { wave: number, bossWave?: boolean }
|
||||
*/
|
||||
private onNewWave(event: string, data: any) {
|
||||
private onNewWave(_event: string, data: any) {
|
||||
const wave = Number(data?.wave ?? 0);
|
||||
if (wave <= 0) return;
|
||||
|
||||
@@ -968,12 +926,46 @@ export class MissionComp extends CCComp {
|
||||
|
||||
this.currentWave = wave;
|
||||
smc.vmdata.mission_data.level = wave;
|
||||
this.updateRoundNodes();
|
||||
// 金币改为怪物死亡掉落(见 HeroAtkSystem),不再每回合固定发放
|
||||
this.lastTimeSecond = -1;
|
||||
this.clearTime = 0;
|
||||
this.update_time();
|
||||
}
|
||||
|
||||
/**
|
||||
* 刷新回合指示节点颜色:
|
||||
* - 已激活(已完成 + 当前回合)→ 黄色;当前回合且为 Boss 节 → 红色;未激活 → 白色。
|
||||
* Why: 回合推进时(onNewWave)与开局重置(data_init)调用,驱动 HUD 回合指示实时反馈。
|
||||
*/
|
||||
private updateRoundNodes() {
|
||||
const len = Math.min(this.round_nodes.length, SECTIONS_PER_STAGE);
|
||||
for (let i = 0; i < len; i++) {
|
||||
const node = this.round_nodes[i];
|
||||
if (!node || !node.isValid) continue;
|
||||
const round = i + 1;
|
||||
const color = round > this.currentWave
|
||||
? MissionComp.ROUND_INACTIVE
|
||||
: (round === this.currentWave && this.isBossWave)
|
||||
? MissionComp.ROUND_BOSS
|
||||
: MissionComp.ROUND_ACTIVE;
|
||||
// 优先染色 Sprite(图标配色),无 Sprite 时退化到 Label,均无则跳过
|
||||
const sprite = node.getComponent(Sprite);
|
||||
if (sprite) {
|
||||
sprite.color = color;
|
||||
} else {
|
||||
const label = node.getComponent(Label);
|
||||
if (label) label.color = color;
|
||||
}
|
||||
}
|
||||
|
||||
// 进度条:第 1 回合 0%,每推进一回合 +25%(第 5 回合满格)
|
||||
if (this.round_progress && this.round_progress.isValid) {
|
||||
this.round_progress.progress =
|
||||
Math.max(0, Math.min(SECTIONS_PER_STAGE, this.currentWave) - 1) / (SECTIONS_PER_STAGE - 1);
|
||||
}
|
||||
}
|
||||
|
||||
// ======================== 怪物数量管理 ========================
|
||||
|
||||
/**
|
||||
@@ -1182,115 +1174,6 @@ export class MissionComp extends CCComp {
|
||||
}
|
||||
}
|
||||
|
||||
/** 获取战斗层的英雄和技能节点数量(用于性能监控) */
|
||||
private getBattleLayerNodeCount() {
|
||||
const scene = smc.map?.MapView?.scene;
|
||||
const layer = scene?.entityLayer?.node;
|
||||
if (!layer) return { heroNodes: 0, skillNodes: 0 };
|
||||
const heroRoot = layer.getChildByName("HERO");
|
||||
const skillRoot = layer.getChildByName("SKILL");
|
||||
return {
|
||||
heroNodes: heroRoot?.children.length || 0,
|
||||
skillNodes: skillRoot?.children.length || 0
|
||||
};
|
||||
}
|
||||
|
||||
// ======================== 性能监控面板 ========================
|
||||
|
||||
/** 性能监控相关代码 */
|
||||
|
||||
/** 初始化性能监控面板:在本组件节点下创建 Label */
|
||||
private initMemoryPanel() {
|
||||
if (!this.showMemoryPanel) return;
|
||||
let panel = this.node.getChildByName("mem_panel");
|
||||
if (!panel) {
|
||||
panel = new Node("mem_panel");
|
||||
panel.parent = this.node;
|
||||
panel.setPosition(0, -32, 0);
|
||||
}
|
||||
let label = panel.getComponent(Label);
|
||||
if (!label) {
|
||||
label = panel.addComponent(Label);
|
||||
}
|
||||
label.fontSize = 16;
|
||||
label.lineHeight = 20;
|
||||
this.memoryLabel = label;
|
||||
}
|
||||
|
||||
/** 移除性能监控面板 */
|
||||
private removeMemoryPanel() {
|
||||
const panel = this.node?.getChildByName("mem_panel");
|
||||
if (panel) {
|
||||
panel.destroy();
|
||||
}
|
||||
this.memoryLabel = null;
|
||||
this.lastMemoryText = "";
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 更新性能监控面板内容(每 0.5 秒一次):
|
||||
* 显示 堆内存 / 增长趋势 / 帧率 / 实体数量 / 对象池状态 等信息。
|
||||
*/
|
||||
private updateMemoryPanel(dt: number) {
|
||||
if (!this.showMemoryPanel || !this.memoryLabel) return;
|
||||
this.perfDtAcc += dt;
|
||||
this.perfFrameCount += 1;
|
||||
this.memoryRefreshTimer += dt;
|
||||
if (this.memoryRefreshTimer < 0.5) return;
|
||||
this.memoryRefreshTimer = 0;
|
||||
let heroCount = 0;
|
||||
ecs.query(this.heroViewMatcher).forEach(() => {
|
||||
heroCount++;
|
||||
});
|
||||
let skillCount = 0;
|
||||
ecs.query(this.skillViewMatcher).forEach(() => {
|
||||
skillCount++;
|
||||
});
|
||||
const monPool = Monster.getPoolStats();
|
||||
const skillPool = Skill.getPoolStats();
|
||||
const tooltipPool = Tooltip.getPoolStats();
|
||||
const layerNodes = this.getBattleLayerNodeCount();
|
||||
const perf = (globalThis as any).performance;
|
||||
const heapBytes = perf && perf.memory ? perf.memory.usedJSHeapSize : 0;
|
||||
let heapMB = heapBytes > 0 ? heapBytes / 1024 / 1024 : -1;
|
||||
if (heapMB > 0 && this.heapBaseMB < 0) {
|
||||
this.heapBaseMB = heapMB;
|
||||
this.heapPeakMB = heapMB;
|
||||
this.heapTrendBaseMB = heapMB;
|
||||
this.heapTrendTimer = 0;
|
||||
}
|
||||
if (heapMB > this.heapPeakMB) {
|
||||
this.heapPeakMB = heapMB;
|
||||
}
|
||||
this.heapTrendTimer += 0.5;
|
||||
if (heapMB > 0 && this.heapTrendBaseMB > 0 && this.heapTrendTimer >= 10) {
|
||||
const deltaMB = heapMB - this.heapTrendBaseMB;
|
||||
this.heapTrendPerMinMB = (deltaMB / this.heapTrendTimer) * 60;
|
||||
this.heapTrendBaseMB = heapMB;
|
||||
this.heapTrendTimer = 0;
|
||||
}
|
||||
const heapText = heapMB > 0 ? heapMB.toFixed(1) : "N/A";
|
||||
const heapDeltaText = this.heapBaseMB > 0 && heapMB > 0 ? (heapMB - this.heapBaseMB).toFixed(1) : "N/A";
|
||||
const heapPeakText = this.heapPeakMB > 0 ? this.heapPeakMB.toFixed(1) : "N/A";
|
||||
const avgDt = this.perfFrameCount > 0 ? this.perfDtAcc / this.perfFrameCount : 0;
|
||||
const fps = avgDt > 0 ? 1 / avgDt : 0;
|
||||
this.perfDtAcc = 0;
|
||||
this.perfFrameCount = 0;
|
||||
const text =
|
||||
`Heap:${heapText}MB Δ:${heapDeltaText} Peak:${heapPeakText}\n` +
|
||||
`Trend:${this.heapTrendPerMinMB.toFixed(2)}MB/min\n` +
|
||||
`Perf dt:${(avgDt * 1000).toFixed(1)}ms fps:${fps.toFixed(1)}\n` +
|
||||
`Ent H:${heroCount} S:${skillCount} N:${layerNodes.heroNodes}/${layerNodes.skillNodes}\n` +
|
||||
`Pool M:${monPool.total}(${monPool.paths}) K:${skillPool.total}(${skillPool.paths}) T:${tooltipPool.total}`;
|
||||
if (text === this.lastMemoryText) return;
|
||||
this.lastMemoryText = text;
|
||||
this.memoryLabel.string = text;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/** ECS 组件移除时销毁节点 */
|
||||
reset() {
|
||||
this.PhaseTime = null as any;
|
||||
|
||||
@@ -124,12 +124,11 @@ export class MissionMonCompComp extends CCComp {
|
||||
start() { }
|
||||
|
||||
/**
|
||||
* 小节开始事件回调:生成怪物列表并按节奏刷出
|
||||
* 回合开始事件回调:生成怪物列表并按节奏刷出
|
||||
* @param event 事件名
|
||||
* @param data { chapter, stage, section }
|
||||
* @param data { stage, section }
|
||||
*/
|
||||
private onSectionStart(event: string, data: any) {
|
||||
const chapter = Number(data?.chapter ?? 1);
|
||||
const stage = Number(data?.stage ?? 1);
|
||||
const section = Number(data?.section ?? 1);
|
||||
|
||||
@@ -142,15 +141,15 @@ export class MissionMonCompComp extends CCComp {
|
||||
smc.vmdata.mission_data.mon_num = 0;
|
||||
smc.vmdata.mission_data.pending_mon_num = 0;
|
||||
|
||||
// 从生成引擎获取本小节怪物列表
|
||||
const monsters = spawningEngine.generateSectionMonsters(chapter, stage, section);
|
||||
// 从生成引擎获取本回合怪物列表
|
||||
const monsters = spawningEngine.generateSectionMonsters(stage, section);
|
||||
this.sectionTargetCount = monsters.length;
|
||||
|
||||
if (TestModeConfig.enable) {
|
||||
mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] 测试模式已开启");
|
||||
}
|
||||
mLogger.log(this.debugMode, 'MissionMonComp',
|
||||
`[MissionMonComp] 小节 ${chapter}-${stage}-${section} 生成完成,怪物总数: ${this.sectionTargetCount}`);
|
||||
`[MissionMonComp] 回合 ${stage}-${section} 生成完成,怪物总数: ${this.sectionTargetCount}`);
|
||||
|
||||
// 按批次拆分:batch=0 立即刷,batch=1 进入待刷队列
|
||||
const immediate: GeneratedMonster[] = [];
|
||||
|
||||
@@ -1,30 +1,32 @@
|
||||
/**
|
||||
* @file RogueConfig.ts
|
||||
* @description 关卡刷怪系统(章节-关-节三级推进)
|
||||
* @description 无限关卡刷怪系统(关-回合两级推进)
|
||||
*
|
||||
* 游戏机制:
|
||||
* - 玩家线性推进 1 章 10 关 × 每关 5 小节(一关一局,节间自动推进)。
|
||||
* - 每关节点固定:1~3 节普通(3 小怪,立即全刷)、第 4 节精英(3 精英同刷)、
|
||||
* 第 5 节 Boss(2 小怪先刷,Boss 延迟 1s 刷出)。
|
||||
* - 怪物属性 = 基础 × 0.8 × (1 + 0.05×(lv-1)) × 类型倍率(精英1.5 / Boss3.0)。
|
||||
* - 玩家单线无限推进:从第 1 关起无上限,每关 5 回合(一关一局,回合间自动推进)。
|
||||
* - 第 1~4 回合普通怪(3 小怪立即全刷),属性逐回合轻量增强(SECTION_RAMP_STEP)。
|
||||
* - 第 5 回合单 Boss 登场(无护卫,延迟 1s 刷出),超厚血量(BOSS_HP_MUL)。
|
||||
* - Boss 加载时按攻击定位(近战/中程/远程)随机取型,并随机携带大招:
|
||||
* 前期 1 个,随关卡解锁扩展至多个(BOSS_ULT_UNLOCK_EVERY / BOSS_ULT_MAX_COUNT)。
|
||||
*
|
||||
* 设计层次:
|
||||
* 1. StageSet - 关卡配置(章节/关/节 + 数值公式)
|
||||
* 2. MonSkillPool/BossSkillPool - 怪物技能池(atking / atked / dead 等全触发类型)
|
||||
* 3. StageSpawningEngine - 生成引擎(按小节配置生成怪物列表)
|
||||
* 1. StageSet - 关卡数值公式(等级/成长/回合增强/Boss 血攻倍率)
|
||||
* 2. BossPools - Boss 池(按攻击定位分组,动态从 HeroInfo 提取)
|
||||
* 3. BossUltPools - Boss 大招池(按定位分组,引用 SkillSet 6100~6204 群体大招段)
|
||||
* 4. StageSpawningEngine - 生成引擎(按回合配置生成怪物列表)
|
||||
*
|
||||
* 核心公式:
|
||||
* 最终属性 = HeroInfo 基础属性 × MON_START_COEF × (1 + MON_GROW_SLOPE×(lv-1)) × 类型倍率
|
||||
* 1 级小怪 ≈ 英雄 × 0.8,10 级小怪 ≈ 英雄 × 1.16,保持平缓成长。
|
||||
* 小怪属性 = HeroInfo 基础属性 × MON_START_COEF × (1 + MON_GROW_SLOPE×(lv-1)) × 回合增强
|
||||
* Boss 属性 = 同上 × BOSS_HP_MUL(血)/ BOSS_AP_MUL(攻),等级 = 关卡号无限成长
|
||||
*/
|
||||
|
||||
import { HeroInfo, MonType, MonTypeName, TriggerGrouped } from "../common/config/heroSet";
|
||||
import { SkillOverrides } from "../common/config/SkillSet";
|
||||
import { HeroInfo, HType, MonType, TriggerGrouped, UltCdLv, UltCdSet } from "../common/config/heroSet";
|
||||
import { SkillOverrides, SkillSet } from "../common/config/SkillSet";
|
||||
import { FacSet } from "../common/config/GameSet";
|
||||
import {
|
||||
SectionType, SectionConfig, getSectionConfig, calcMonsterAttrs,
|
||||
NORMAL_MON_COUNT, NORMAL_FIRST_SPAWN, ELITE_COUNT, BOSS_ELITE_COUNT, BOSS_DELAY,
|
||||
MON_START_COEF, MON_GROW_SLOPE, ELITE_MUL, BOSS_MUL,
|
||||
NORMAL_MON_COUNT, NORMAL_FIRST_SPAWN, BOSS_DELAY,
|
||||
MON_START_COEF,
|
||||
} from "../common/config/StageSet";
|
||||
|
||||
// ======================== 1. 战斗常量 ========================
|
||||
@@ -79,126 +81,114 @@ export function getMonsterGoldDrop(monType: number, isBoss: boolean): number {
|
||||
return Math.max(0, Math.floor(isBoss ? cfg.boss : cfg.base));
|
||||
}
|
||||
|
||||
// ======================== 3. 怪物技能池 ========================
|
||||
// ======================== 3. Boss 池(按攻击定位分组) ========================
|
||||
|
||||
/**
|
||||
* 怪物技能套装(一套完整的触发技能配置)
|
||||
* 覆盖触发时机:call / atking / atked / dead / fstart / revive
|
||||
* Boss 池:按攻击定位(近战/中程/远程)分组,动态从 HeroInfo 提取。
|
||||
* 加载时随机一个定位 → 从对应池随机 Boss;定位池为空时自动回退(如暂无中程 Boss 配置)。
|
||||
*/
|
||||
export interface MonSkillSet {
|
||||
id: string;
|
||||
export const BossPools: Record<HType, number[]> = {
|
||||
[HType.Melee]: [],
|
||||
[HType.Mid]: [],
|
||||
[HType.Long]: [],
|
||||
};
|
||||
for (const key in HeroInfo) {
|
||||
const info = HeroInfo[key];
|
||||
if (info.fac !== FacSet.MON) continue;
|
||||
if (info.monType !== MonType.MeleeBoss && info.monType !== MonType.LongBoss) continue;
|
||||
const pool = BossPools[info.type as HType];
|
||||
if (pool) pool.push(info.uuid);
|
||||
}
|
||||
|
||||
// ======================== 4. Boss 大招池 ========================
|
||||
|
||||
/** 每解锁 1 个额外大招收紧的关卡间隔(每 5 关 +1 个大招位) */
|
||||
export const BOSS_ULT_UNLOCK_EVERY = 5;
|
||||
/** Boss 同时携带大招数量上限 */
|
||||
export const BOSS_ULT_MAX_COUNT = 3;
|
||||
|
||||
/**
|
||||
* 获取指定关卡的 Boss 携带大招数量(1 个起步,随关卡解锁扩展)
|
||||
* @param stage 关卡号(1~∞)
|
||||
* @returns 大招数量(1~BOSS_ULT_MAX_COUNT)
|
||||
*/
|
||||
export function getBossUltCount(stage: number): number {
|
||||
const st = Math.max(1, Math.floor(stage));
|
||||
return Math.min(BOSS_ULT_MAX_COUNT, 1 + Math.floor((st - 1) / BOSS_ULT_UNLOCK_EVERY));
|
||||
}
|
||||
|
||||
/** Boss 大招条目(s_uuid 引用 SkillSet 6100~6204 群体大招段,按定位分组) */
|
||||
export interface BossUltEntry {
|
||||
s_uuid: number;
|
||||
name: string;
|
||||
/** 普攻技能覆盖(可选,不填则使用怪物默认普攻) */
|
||||
skill?: { s_uuid: number; cd?: number; overrides?: SkillOverrides };
|
||||
/** 召唤触发 */
|
||||
call?: TriggerGrouped;
|
||||
/** 攻击触发 */
|
||||
atking?: TriggerGrouped;
|
||||
/** 受击触发 */
|
||||
atked?: TriggerGrouped;
|
||||
/** 死亡触发 */
|
||||
dead?: TriggerGrouped;
|
||||
/** 战斗开始触发 */
|
||||
fstart?: TriggerGrouped;
|
||||
/** 复活触发 */
|
||||
revive?: TriggerGrouped;
|
||||
/** 在技能池中的抽取权重 */
|
||||
/** 抽取权重 */
|
||||
weight: number;
|
||||
/** 技能参数覆盖(伤害系数等) */
|
||||
overrides?: SkillOverrides;
|
||||
}
|
||||
|
||||
/**
|
||||
* 怪物技能池(硬编码)
|
||||
* 技能 uuid 引用 SkillSet 中的 6000~6500 段触发技能。
|
||||
* Boss 大招池(按攻击定位分组)
|
||||
* 大招注入 Boss 的 skills 表后由 SCastSystem 按 CD 自动施放(含镜头聚焦 + 技能名横幅)。
|
||||
*/
|
||||
export const MonSkillPool: Record<string, MonSkillSet> = {
|
||||
/** 狂暴:攻击触发自身攻击提升 */
|
||||
berserk: {
|
||||
id: "berserk", name: "狂暴", weight: 10,
|
||||
atking: {
|
||||
6401: [{ lv: 1, t_num: 5, overrides: { ap: 1 } }],
|
||||
},
|
||||
},
|
||||
/** 坚韧:受击获得护盾 */
|
||||
tough: {
|
||||
id: "tough", name: "坚韧", weight: 8,
|
||||
atked: {
|
||||
6301: [{ lv: 1, t_num: 3, overrides: { ap: 2 } }],
|
||||
},
|
||||
},
|
||||
/** 遗志:死亡时全队攻击提升 */
|
||||
legacy: {
|
||||
id: "legacy", name: "遗志", weight: 6,
|
||||
dead: {
|
||||
6401: [{ lv: 1, t_num: 1, overrides: { ap: 3 } }],
|
||||
},
|
||||
},
|
||||
/** 战吼:战斗开始时全队攻击提升 */
|
||||
warcry: {
|
||||
id: "warcry", name: "战吼", weight: 5,
|
||||
fstart: {
|
||||
6401: [{ lv: 1, t_num: 1, overrides: { ap: 2 } }],
|
||||
},
|
||||
},
|
||||
/** 吸血:攻击恢复生命 */
|
||||
leech: {
|
||||
id: "leech", name: "吸血", weight: 7,
|
||||
atking: {
|
||||
6302: [{ lv: 1, t_num: 4, overrides: { ap: 150 } }],
|
||||
},
|
||||
},
|
||||
export const BossUltPools: Record<HType, BossUltEntry[]> = {
|
||||
// 近战系:战士群体斩击(6100~6104 段)
|
||||
[HType.Melee]: [
|
||||
{ s_uuid: 6100, name: "寒冰斩", weight: 10, overrides: { ap: 180 } },
|
||||
{ s_uuid: 6101, name: "裂气斩", weight: 10, overrides: { ap: 180 } },
|
||||
{ s_uuid: 6102, name: "火焰斩", weight: 10, overrides: { ap: 180 } },
|
||||
{ s_uuid: 6103, name: "闪电斩", weight: 8, overrides: { ap: 180 } },
|
||||
{ s_uuid: 6104, name: "开天斩", weight: 6, overrides: { ap: 220 } },
|
||||
],
|
||||
// 中程系:射手箭雨 + 混合法术(6150~6151 / 6203~6204 段)
|
||||
[HType.Mid]: [
|
||||
{ s_uuid: 6150, name: "万箭齐发", weight: 10, overrides: { ap: 150 } },
|
||||
{ s_uuid: 6151, name: "火箭齐发", weight: 10, overrides: { ap: 150 } },
|
||||
{ s_uuid: 6203, name: "能量波", weight: 8, overrides: { ap: 150 } },
|
||||
{ s_uuid: 6204, name: "雷暴", weight: 8, overrides: { ap: 150 } },
|
||||
],
|
||||
// 远程系:法师群体法术(6200~6204 段)
|
||||
[HType.Long]: [
|
||||
{ s_uuid: 6200, name: "火球术", weight: 10, overrides: { ap: 160 } },
|
||||
{ s_uuid: 6201, name: "飓风", weight: 10, overrides: { ap: 140 } },
|
||||
{ s_uuid: 6202, name: "毒气弹", weight: 8, overrides: { ap: 150 } },
|
||||
{ s_uuid: 6203, name: "能量波", weight: 8, overrides: { ap: 150 } },
|
||||
{ s_uuid: 6204, name: "雷暴", weight: 8, overrides: { ap: 150 } },
|
||||
],
|
||||
};
|
||||
|
||||
/** Boss 专属技能池 */
|
||||
export const BossSkillPool: Record<string, MonSkillSet> = {
|
||||
/** 狂暴领主:攻击触发全队攻击提升 */
|
||||
boss_rage: {
|
||||
id: "boss_rage", name: "狂暴领主", weight: 10,
|
||||
atking: {
|
||||
6401: [{ lv: 1, t_num: 3, overrides: { ap: 3 } }],
|
||||
},
|
||||
dead: {
|
||||
6401: [{ lv: 1, t_num: 1, overrides: { ap: 5 } }],
|
||||
},
|
||||
},
|
||||
/** 铁壁领主:受击获得高额护盾 */
|
||||
boss_iron: {
|
||||
id: "boss_iron", name: "铁壁领主", weight: 8,
|
||||
atked: {
|
||||
6301: [{ lv: 1, t_num: 2, overrides: { ap: 5 } }],
|
||||
},
|
||||
},
|
||||
/** 毁灭领主:战斗开始时全队攻击大幅提升 */
|
||||
boss_doom: {
|
||||
id: "boss_doom", name: "毁灭领主", weight: 6,
|
||||
fstart: {
|
||||
6401: [{ lv: 1, t_num: 1, overrides: { ap: 8 } }],
|
||||
},
|
||||
atking: {
|
||||
6401: [{ lv: 1, t_num: 5, overrides: { ap: 2 } }],
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
// ======================== 4. 配置校验 ========================
|
||||
// ======================== 5. 配置校验 ========================
|
||||
|
||||
/**
|
||||
* 校验 MonSkillPool / BossSkillPool 引用一致性
|
||||
* 校验 Boss 池 / Boss 大招池引用一致性
|
||||
* 建议在游戏启动时调用一次,便于发现配置错误
|
||||
* @returns 错误信息数组,空数组表示校验通过
|
||||
*/
|
||||
export function validateRogueConfig(): string[] {
|
||||
const errors: string[] = [];
|
||||
|
||||
// 校验 Boss 类型在 MonList 中有怪
|
||||
if ((!MonList[MonType.MeleeBoss] || MonList[MonType.MeleeBoss].length === 0)
|
||||
&& (!MonList[MonType.LongBoss] || MonList[MonType.LongBoss].length === 0)) {
|
||||
errors.push("MonList 中无任何 Boss 类型(MeleeBoss/LongBoss)可用 uuid");
|
||||
// 校验至少一个定位有可用 Boss
|
||||
const hasBoss = (Object.keys(BossPools) as unknown as HType[]).some(t => BossPools[t].length > 0);
|
||||
if (!hasBoss) {
|
||||
errors.push("BossPools 中无任何可用 Boss uuid(MeleeBoss/LongBoss 均缺失)");
|
||||
}
|
||||
|
||||
// 校验大招池条目均存在于 SkillSet
|
||||
for (const key in BossUltPools) {
|
||||
const pool = BossPools[key as unknown as HType];
|
||||
const ults = BossUltPools[key as unknown as HType];
|
||||
if (!pool || pool.length === 0) continue; // 空定位池跳过(大招池无消费方)
|
||||
for (const ult of ults) {
|
||||
if (!SkillSet[ult.s_uuid]) {
|
||||
errors.push(`BossUltPools[${key}] 大招 ${ult.s_uuid}(${ult.name}) 未在 SkillSet 中定义`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return errors;
|
||||
}
|
||||
|
||||
// ======================== 5. 生成结果接口 ========================
|
||||
// ======================== 6. 生成结果接口 ========================
|
||||
|
||||
/** 生成结果(传递给 MissionMonComp 用于实例化怪物) */
|
||||
export interface GeneratedMonster {
|
||||
@@ -207,10 +197,8 @@ export interface GeneratedMonster {
|
||||
hp: number;
|
||||
ap: number;
|
||||
isBoss: boolean;
|
||||
/** 是否为精英(精英关/Boss 关的精英) */
|
||||
/** 是否为精英(对象池复用实体需显式重置的标记位) */
|
||||
isElite?: boolean;
|
||||
/** 是否为 Boss 护卫队成员(供 UI/统计识别) */
|
||||
isBossGuard?: boolean;
|
||||
/** 怪物等级(驱动技能等级增量,Mon.load 第 6 参) */
|
||||
lv: number;
|
||||
spawnIndex: number;
|
||||
@@ -220,11 +208,15 @@ export interface GeneratedMonster {
|
||||
delay?: number;
|
||||
|
||||
/**
|
||||
* 怪物技能套装(覆盖全部触发时机)
|
||||
* 注入方式与 _testSkills 相同,在 Mon.load() 中写入 HeroAttrsComp
|
||||
* 怪物技能套装(技能注入通道,与 _testSkills 相同,在 Mon.load() 中写入 HeroAttrsComp)
|
||||
* - skill:替换普攻(会清空原技能表)
|
||||
* - ults:追加 Boss 大招(保留普攻,多个大招共存,SCastSystem 按 CD 轮转施放)
|
||||
* - 其余为触发技能组覆盖
|
||||
*/
|
||||
skills?: {
|
||||
skill?: { s_uuid: number; cd?: number; overrides?: SkillOverrides };
|
||||
/** Boss 大招列表(追加注入,不替换普攻) */
|
||||
ults?: { s_uuid: number; cd?: number; overrides?: SkillOverrides }[];
|
||||
call?: TriggerGrouped;
|
||||
atking?: TriggerGrouped;
|
||||
atked?: TriggerGrouped;
|
||||
@@ -234,7 +226,7 @@ export interface GeneratedMonster {
|
||||
};
|
||||
}
|
||||
|
||||
// ======================== 6. 测试模式配置 ========================
|
||||
// ======================== 7. 测试模式配置 ========================
|
||||
|
||||
export const TestModeConfig = {
|
||||
enable: false, // 默认关闭测试模式
|
||||
@@ -245,48 +237,43 @@ export const TestModeConfig = {
|
||||
spawnCount: 1,
|
||||
|
||||
skill: undefined as { s_uuid: number; cd?: number; overrides?: SkillOverrides } | undefined,
|
||||
/** 测试模式注入的大招列表(追加,不替换普攻) */
|
||||
ults: undefined as { s_uuid: number; cd?: number; overrides?: SkillOverrides }[] | undefined,
|
||||
atking: undefined as TriggerGrouped | undefined,
|
||||
atked: undefined as TriggerGrouped | undefined,
|
||||
dead: undefined as TriggerGrouped | undefined,
|
||||
fstart: undefined as TriggerGrouped | undefined,
|
||||
};
|
||||
|
||||
// ======================== 7. 生成引擎 ========================
|
||||
// ======================== 8. 生成引擎 ========================
|
||||
|
||||
/**
|
||||
* 关卡刷怪生成引擎
|
||||
* 按章节-关-节配置生成怪物列表,属性走 StageSet 数值公式
|
||||
* 无限关卡刷怪生成引擎
|
||||
* 按关-回合配置生成怪物列表,属性走 StageSet 数值公式
|
||||
*/
|
||||
export class StageSpawningEngine {
|
||||
|
||||
/**
|
||||
* 生成指定小节的怪物列表
|
||||
* @param chapter 章节号
|
||||
* @param stage 关卡号
|
||||
* @param section 小节号(1~10)
|
||||
* 生成指定回合的怪物列表
|
||||
* @param stage 关卡号(1~∞)
|
||||
* @param section 回合号(1~SECTIONS_PER_STAGE)
|
||||
* @returns 怪物列表(按刷出顺序排列)
|
||||
*/
|
||||
generateSectionMonsters(chapter: number, stage: number, section: number): GeneratedMonster[] {
|
||||
generateSectionMonsters(stage: number, section: number): GeneratedMonster[] {
|
||||
// 测试模式拦截:完全绕过生成引擎,直接返回硬编码测试怪
|
||||
if (TestModeConfig.enable) {
|
||||
return this.generateTestWave();
|
||||
}
|
||||
|
||||
const cfg = getSectionConfig(chapter, stage, section);
|
||||
const cfg = getSectionConfig(stage, section);
|
||||
if (!cfg) {
|
||||
// 配置缺失兜底:生成 3 只 Lv1 近战小怪
|
||||
return this.makeFallbackMonsters();
|
||||
}
|
||||
|
||||
switch (cfg.type) {
|
||||
case SectionType.Elite:
|
||||
return this.generateEliteSection(cfg);
|
||||
case SectionType.Boss:
|
||||
return this.generateBossSection(cfg);
|
||||
case SectionType.Normal:
|
||||
default:
|
||||
return this.generateNormalSection(cfg);
|
||||
}
|
||||
return cfg.type === SectionType.Boss
|
||||
? this.generateBossSection(cfg, stage)
|
||||
: this.generateNormalSection(cfg);
|
||||
}
|
||||
|
||||
/** 重置引擎状态(每局开始时调用,预留) */
|
||||
@@ -294,7 +281,8 @@ export class StageSpawningEngine {
|
||||
}
|
||||
|
||||
/**
|
||||
* 普通节:NORMAL_MON_COUNT 只小怪全部立即刷出(batch=0)
|
||||
* 普通回合(1~4):NORMAL_MON_COUNT 只小怪全部立即刷出(batch=0),
|
||||
* 属性乘回合增强系数(cfg.ramp)实现逐回合轻量增强
|
||||
*/
|
||||
private generateNormalSection(cfg: SectionConfig): GeneratedMonster[] {
|
||||
const monsters: GeneratedMonster[] = [];
|
||||
@@ -304,64 +292,49 @@ export class StageSpawningEngine {
|
||||
const type = types[i % types.length];
|
||||
const mon = this.makeMonster(type, cfg.monLv, i);
|
||||
mon.batch = i < NORMAL_FIRST_SPAWN ? 0 : 1;
|
||||
// 回合内轻量增强:第 n 回合 × (1 + SECTION_RAMP_STEP×(n-1))
|
||||
mon.hp = Math.max(1, Math.round(mon.hp * cfg.ramp));
|
||||
mon.ap = Math.max(1, Math.round(mon.ap * cfg.ramp));
|
||||
monsters.push(mon);
|
||||
}
|
||||
return monsters;
|
||||
}
|
||||
|
||||
/**
|
||||
* 精英节:3 只精英同时刷出
|
||||
* Boss 回合(5):单 Boss 登场(无护卫)
|
||||
* Boss 延迟 BOSS_DELAY 秒刷出,属性由 makeBoss 按血/攻分离倍率计算(超厚血量)
|
||||
*/
|
||||
private generateEliteSection(cfg: SectionConfig): GeneratedMonster[] {
|
||||
const monsters: GeneratedMonster[] = [];
|
||||
const count = cfg.eliteCount ?? ELITE_COUNT;
|
||||
// 精英池:近战/重型/远程/刺客
|
||||
const eliteTypes = [MonType.Melee, MonType.Heavy, MonType.Long, MonType.Assassin];
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
const type = eliteTypes[i % eliteTypes.length];
|
||||
const mon = this.makeMonster(type, cfg.monLv, i);
|
||||
mon.isElite = true;
|
||||
mon.batch = 0;
|
||||
// 精英属性 = 普通 × ELITE_MUL
|
||||
mon.hp = Math.max(1, Math.round(mon.hp * ELITE_MUL));
|
||||
mon.ap = Math.max(1, Math.round(mon.ap * ELITE_MUL));
|
||||
monsters.push(mon);
|
||||
}
|
||||
return monsters;
|
||||
}
|
||||
|
||||
/**
|
||||
* Boss 节:2 小怪护卫 + 1 Boss
|
||||
* 小怪先刷(batch=0),Boss 延迟刷出(batch=0, delay=BOSS_DELAY)
|
||||
*/
|
||||
private generateBossSection(cfg: SectionConfig): GeneratedMonster[] {
|
||||
const monsters: GeneratedMonster[] = [];
|
||||
const eliteCount = cfg.eliteCount ?? BOSS_ELITE_COUNT;
|
||||
const eliteTypes = [MonType.Melee, MonType.Heavy];
|
||||
|
||||
// 先刷精英
|
||||
for (let i = 0; i < eliteCount; i++) {
|
||||
const type = eliteTypes[i % eliteTypes.length];
|
||||
const mon = this.makeMonster(type, cfg.monLv, i);
|
||||
mon.isElite = true;
|
||||
mon.isBossGuard = true;
|
||||
mon.batch = 0;
|
||||
mon.hp = Math.max(1, Math.round(mon.hp * ELITE_MUL));
|
||||
mon.ap = Math.max(1, Math.round(mon.ap * ELITE_MUL));
|
||||
monsters.push(mon);
|
||||
}
|
||||
|
||||
// Boss 延迟刷出
|
||||
const boss = this.makeBoss(cfg.monLv, monsters.length);
|
||||
private generateBossSection(cfg: SectionConfig, stage: number): GeneratedMonster[] {
|
||||
const boss = this.makeBoss(cfg.monLv, stage, 0);
|
||||
boss.batch = 0;
|
||||
boss.delay = BOSS_DELAY;
|
||||
// Boss 属性 = 普通 × BOSS_MUL
|
||||
boss.hp = Math.max(1, Math.round(boss.hp * BOSS_MUL));
|
||||
boss.ap = Math.max(1, Math.round(boss.ap * BOSS_MUL));
|
||||
monsters.push(boss);
|
||||
return [boss];
|
||||
}
|
||||
|
||||
return monsters;
|
||||
/** 生成普通怪物(属性按 StageSet 公式计算) */
|
||||
private makeMonster(type: MonType, monLv: number, spawnIndex: number): GeneratedMonster {
|
||||
let uuids = MonList[type];
|
||||
if (!uuids || uuids.length === 0) {
|
||||
// 兜底 Melee
|
||||
uuids = MonList[MonType.Melee] || [6001];
|
||||
}
|
||||
const uuid = uuids[Math.floor(Math.random() * uuids.length)];
|
||||
|
||||
const baseInfo = HeroInfo[uuid];
|
||||
const baseHp = baseInfo ? baseInfo.hp : 100;
|
||||
const baseAp = baseInfo ? baseInfo.ap : 10;
|
||||
const attrs = calcMonsterAttrs(baseHp, baseAp, monLv, false);
|
||||
|
||||
return {
|
||||
uuid,
|
||||
type,
|
||||
hp: attrs.hp,
|
||||
ap: attrs.ap,
|
||||
isBoss: false,
|
||||
lv: monLv,
|
||||
spawnIndex,
|
||||
batch: 0,
|
||||
};
|
||||
}
|
||||
|
||||
/** 配置缺失兜底:3 只 Lv1 近战小怪 */
|
||||
@@ -399,6 +372,7 @@ export class StageSpawningEngine {
|
||||
batch: 0,
|
||||
skills: {
|
||||
skill: TestModeConfig.skill,
|
||||
ults: TestModeConfig.ults,
|
||||
atking: TestModeConfig.atking,
|
||||
atked: TestModeConfig.atked,
|
||||
dead: TestModeConfig.dead,
|
||||
@@ -409,77 +383,74 @@ export class StageSpawningEngine {
|
||||
return monsters;
|
||||
}
|
||||
|
||||
/** 生成 Boss(基础面板按 StageSet 公式计算) */
|
||||
private makeBoss(monLv: number, spawnIndex: number): GeneratedMonster {
|
||||
const isMeleeBoss = Math.random() < 0.5;
|
||||
const type = isMeleeBoss ? MonType.MeleeBoss : MonType.LongBoss;
|
||||
/**
|
||||
* 生成 Boss:加载时随机攻击定位 → 从对应池随机 Boss 个体 → 随机携带大招
|
||||
* 属性走 calcMonsterAttrs(isBoss=true):HP × BOSS_HP_MUL(超厚血)/ AP × BOSS_AP_MUL
|
||||
*/
|
||||
private makeBoss(monLv: number, stage: number, spawnIndex: number): GeneratedMonster {
|
||||
const range = this.pickBossRange();
|
||||
const uuid = this.pickBossUuid(range);
|
||||
|
||||
// Boss 类型兜底:若 MonList 缺失则退回 MeleeBoss
|
||||
let uuids = MonList[type];
|
||||
if (!uuids || uuids.length === 0) {
|
||||
uuids = MonList[MonType.MeleeBoss] || MonList[MonType.Melee] || [6001];
|
||||
}
|
||||
const uuid = uuids[Math.floor(Math.random() * uuids.length)];
|
||||
|
||||
// Boss 基础面板取 HeroInfo 基础值,属性由调用方乘 BOSS_MUL
|
||||
const baseInfo = HeroInfo[uuid];
|
||||
const baseHp = baseInfo ? baseInfo.hp : 600;
|
||||
const baseAp = baseInfo ? baseInfo.ap : 30;
|
||||
const attrs = calcMonsterAttrs(baseHp, baseAp, monLv, false, false);
|
||||
const attrs = calcMonsterAttrs(baseHp, baseAp, monLv, true);
|
||||
|
||||
return {
|
||||
uuid,
|
||||
type,
|
||||
type: baseInfo?.monType ?? MonType.MeleeBoss,
|
||||
hp: attrs.hp,
|
||||
ap: attrs.ap,
|
||||
isBoss: true,
|
||||
lv: monLv,
|
||||
spawnIndex,
|
||||
batch: 0,
|
||||
skills: {
|
||||
ults: this.pickBossUlts(range, stage),
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/** 生成普通怪物(属性按 StageSet 公式计算) */
|
||||
private makeMonster(type: MonType, monLv: number, spawnIndex: number): GeneratedMonster {
|
||||
let uuids = MonList[type];
|
||||
/**
|
||||
* 随机 Boss 攻击定位(近战/中程/远程)
|
||||
* 空池自动回退:中程暂无 Boss 配置时落到远程/近战,后续补配即自动生效
|
||||
*/
|
||||
private pickBossRange(): HType {
|
||||
const all: HType[] = [HType.Melee, HType.Mid, HType.Long];
|
||||
const first = all[Math.floor(Math.random() * all.length)];
|
||||
if (BossPools[first].length > 0) return first;
|
||||
// 回退链:随机定位空池时按剩余定位找非空池
|
||||
const fallback = all.find(t => BossPools[t].length > 0);
|
||||
return fallback ?? HType.Melee;
|
||||
}
|
||||
|
||||
/** 从指定定位池随机取 Boss uuid(含全局兜底) */
|
||||
private pickBossUuid(range: HType): number {
|
||||
let uuids = BossPools[range];
|
||||
if (!uuids || uuids.length === 0) {
|
||||
// 兜底 Melee
|
||||
uuids = MonList[MonType.Melee] || [6001];
|
||||
uuids = MonList[MonType.MeleeBoss] || MonList[MonType.Melee] || [6001];
|
||||
}
|
||||
const uuid = uuids[Math.floor(Math.random() * uuids.length)];
|
||||
|
||||
const baseInfo = HeroInfo[uuid];
|
||||
const baseHp = baseInfo ? baseInfo.hp : 100;
|
||||
const baseAp = baseInfo ? baseInfo.ap : 10;
|
||||
const attrs = calcMonsterAttrs(baseHp, baseAp, monLv, false, false);
|
||||
|
||||
return {
|
||||
uuid,
|
||||
type,
|
||||
hp: attrs.hp,
|
||||
ap: attrs.ap,
|
||||
isBoss: false,
|
||||
lv: monLv,
|
||||
spawnIndex,
|
||||
batch: 0,
|
||||
};
|
||||
return uuids[Math.floor(Math.random() * uuids.length)];
|
||||
}
|
||||
|
||||
/** 从技能池中按权重抽取一套技能 */
|
||||
private pickSkillSet(pool: string[], library: Record<string, MonSkillSet>): GeneratedMonster["skills"] | undefined {
|
||||
const valid = pool.map(id => library[id]).filter(s => s);
|
||||
if (valid.length === 0) return undefined;
|
||||
const picked = this.pickWeighted(valid);
|
||||
if (!picked) return undefined;
|
||||
return {
|
||||
skill: picked.skill,
|
||||
call: picked.call,
|
||||
atking: picked.atking,
|
||||
atked: picked.atked,
|
||||
dead: picked.dead,
|
||||
fstart: picked.fstart,
|
||||
revive: picked.revive,
|
||||
};
|
||||
/**
|
||||
* 按定位抽取 Boss 大招(不重复),数量由关卡进度决定(getBossUltCount)
|
||||
* @returns 大招配置列表;池空时返回 undefined
|
||||
*/
|
||||
private pickBossUlts(range: HType, stage: number): GeneratedMonster["skills"]["ults"] {
|
||||
const pool = [...(BossUltPools[range] ?? [])];
|
||||
const count = Math.min(getBossUltCount(stage), pool.length);
|
||||
if (count <= 0) return undefined;
|
||||
|
||||
const ults: { s_uuid: number; cd?: number; overrides?: SkillOverrides }[] = [];
|
||||
for (let i = 0; i < count; i++) {
|
||||
const picked = this.pickWeighted(pool);
|
||||
if (!picked) break;
|
||||
pool.splice(pool.indexOf(picked), 1);
|
||||
// 大招 CD 取英雄同档标准档(8s),与英雄大招节奏对齐
|
||||
ults.push({ s_uuid: picked.s_uuid, cd: UltCdSet[UltCdLv.Normal].cd, overrides: picked.overrides });
|
||||
}
|
||||
return ults.length > 0 ? ults : undefined;
|
||||
}
|
||||
|
||||
/** 通用加权随机抽取 */
|
||||
@@ -496,18 +467,6 @@ export class StageSpawningEngine {
|
||||
}
|
||||
}
|
||||
|
||||
// ======================== 8. 全局单例 ========================
|
||||
// ======================== 9. 全局单例 ========================
|
||||
|
||||
export const spawningEngine = new StageSpawningEngine();
|
||||
|
||||
// 保留旧接口兼容(逐步迁移期使用)
|
||||
/** @deprecated 请使用 StageSpawningEngine.generateSectionMonsters */
|
||||
export class RogueSpawningEngine extends StageSpawningEngine {
|
||||
/** @deprecated 请使用 generateSectionMonsters */
|
||||
generateBossCombo(): GeneratedMonster[] {
|
||||
return this.generateSectionMonsters(1, 1, 1);
|
||||
}
|
||||
}
|
||||
|
||||
/** @deprecated 请使用 spawningEngine */
|
||||
export const rogueSpawningEngine = new RogueSpawningEngine();
|
||||
|
||||
@@ -2,7 +2,7 @@ import { _decorator, Animation, CCFloat, CCInteger, Collider2D, Contact2DType, E
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
import { DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet";
|
||||
import { DTType, EType, RType, SkillConfig, SkillSet, SummonTMode } from "../common/config/SkillSet";
|
||||
import { SDataCom } from "./SDataCom";
|
||||
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
|
||||
import { DamageQueueHelper } from "../hero/DamageQueueComp";
|
||||
@@ -54,6 +54,10 @@ export class SkillView extends CCComp {
|
||||
@property({ type: CCInteger, slide: true, range: [1, 8, 1], tooltip: "单次施法召唤的技能实体个数" })
|
||||
summon_count: number = 1;
|
||||
|
||||
/** 召唤目标选择模式:same=锁定同一敌人(默认);random=每次出手随机敌人;unique=避免重复敌人(一轮选完重置) */
|
||||
@property({ type: Enum(SummonTMode), tooltip: "召唤目标选择:同一敌人/随机敌人/避免相同敌人" })
|
||||
summon_target_mode: SummonTMode = SummonTMode.same;
|
||||
|
||||
/** 召唤物 X 轴步进偏移(像素):summon_count>1 时以出生点/目标点为中心对称交替铺开(第1个=0,之后按 +1,-1,+2,-2... 档 × 该值,正=右) */
|
||||
@property({ type: CCFloat, slide: true, range: [-200, 200, 5], tooltip: "召唤物X轴步进偏移:以中心对称交替铺开(0,+1,-1,+2,-2...档×该值)" })
|
||||
summon_x_offset: number = 0;
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -46,8 +46,8 @@ export const ROLE_ATK_SKILL = {
|
||||
Warrior: [6004],
|
||||
Assassin: [6001, 6002, 6003, 6004],
|
||||
Archer: [6004, 6006, 6007, 6008],
|
||||
Mage: [6009, 6010, 6011, 6012],
|
||||
Support: [6004, 6009, 6010, 6011, 6012],
|
||||
Mage: [6009, 6010, 6011, 6012, 6013, 6014, 6015],
|
||||
Support: [6004, 6009, 6010, 6011, 6012, 6013, 6014, 6015],
|
||||
}
|
||||
|
||||
// 按职业映射大招底座
|
||||
|
||||
Reference in New Issue
Block a user