280 Commits
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Author SHA1 Message Date
walkpan
12eb27afd1 style: 移除 VictoryComp 类中的多余空行 2026-03-30 20:42:45 +08:00
panw
5dec8202cd feat(map): 实现英雄出生点动态分配避免重叠
新增英雄出生位置动态分配逻辑,根据英雄类型(近战/远程)设置不同的起始X坐标,并检查已有英雄位置避免重叠。当目标位置被占用时,自动横向偏移寻找可用位置,确保英雄出生时不会相互遮挡。
2026-03-30 19:26:31 +08:00
panw
3d97da8271 fix(技能): 调整贝塞尔曲线起始高度并修复范围技能目标位置
当技能类型为贝塞尔曲线时,直接使用最近敌人的位置作为目标位置,避免范围技能目标位置计算错误。同时将贝塞尔曲线的起始高度从18调整为25,以优化技能表现。
2026-03-30 16:48:30 +08:00
panw
bbced29a0e feat(skill): 改进贝塞尔曲线弹道运动实现
- 为技能配置添加贝塞尔曲线参数控制:起始高度、中间高度和弧度系数
- 重构贝塞尔曲线控制点计算逻辑,移除冗余的水平投影计算
- 优化控制点生成算法,考虑距离、弧度系数和最小峰值高度
- 增加速度安全检查和最小时间限制,避免除零和异常情况
- 将多个射击技能从直线运动改为贝塞尔曲线运动,提供更自然的弹道效果
2026-03-30 16:46:10 +08:00
panw
e1298bfe96 fix(hero): 调整近战英雄攻击距离并简化移动逻辑
将 HeroDisVal 中近战英雄的攻击距离从 150 调整为 360,以改善战斗体验。
移除 `processMeleeLogic` 中的独立逻辑,改为复用 `processRangedFormationCombat` 方法,统一移动与攻击行为,提升代码可维护性。
2026-03-30 15:29:26 +08:00
panw
a3a19b1960 refactor(map): 重构怪物生成位置逻辑以改善分布
- 移除未使用的 MonStart 导入
- 将 spawnCount 重命名为 waveSpawnOrder 以更准确反映其用途
- 使用固定的横向间隔(WAVE_SPAWN_X_INTERVAL)和起始位置(WAVE_SPAWN_START_X)替代随机高度偏移
- 简化 addMonster 方法签名,移除冗余的 i 参数
- 确保每波开始时重置 waveSpawnOrder 计数器
2026-03-30 15:22:29 +08:00
panw
b9484c5a6e fix(英雄): 调整多个英雄的模型位置与站位参数
- 更新多个英雄预制体中的局部位置_y坐标,修正模型显示位置
- 调整近战英雄的阵型起始X坐标为-20,远程英雄统一为100
- 增加友军横向最小间距从50到60,优化战斗中的站位分布
- 修正部分英雄的嵌套预制体配置
2026-03-30 15:01:20 +08:00
panw
b330231835 fix: 修正aui.plist中边框值的精度错误
将borderLeft和borderRight从浮点数92.25调整为整数92,以消除渲染时可能出现的精度问题。
2026-03-30 10:26:46 +08:00
walkpan
6b2967ea31 fix: 修复火焰法师和冰法法师的UUID配置错误
移除胜利界面未使用的复活功能逻辑
修正英雄卡牌显示等级计算和属性显示
清理地图预制件中未使用的背景和英雄节点
2026-03-29 23:15:41 +08:00
walkpan
ec0c9c97f8 fix: 调整卡牌使用后回调的执行顺序
确保在清理状态后执行 onCardUsed 回调,避免状态不一致问题
2026-03-29 21:55:32 +08:00
walkpan
c114809cc0 refactor: 重命名节点并优化卡牌位置计算
- 将角色控制器预制体中的节点从 'cb', 'cb-001' 等重命名为 'cb1', 'cb2' 等,以提高可读性和一致性。
- 在 CardComp 中引入固定基准位置逻辑,防止 setSlotPosition 方法在拖动或使用时意外修改 Y 和 Z 轴坐标。
2026-03-29 21:48:31 +08:00
walkpan
d6c2ba6534 feat: 拆分特殊卡类型并实现升级和刷新功能
- 将 CardType.Special 拆分为 SpecialUpgrade 和 SpecialRefresh
- 新增特殊卡使用逻辑:升级功能卡可随机升级场上英雄,刷新功能卡可筛选卡池
- 添加 drawCardsByRule 函数支持按类型、英雄类型和等级抽取卡牌
- 在 MissionCardComp 中处理特殊卡使用事件并更新UI
2026-03-29 21:16:03 +08:00
walkpan
7de9d6b3e3 fix(英雄配置): 修正战地医师和守护祭司的攻击类型
将英雄ID 5302(战地医师)和5303(守护祭司)的`type`字段从`HType.Mid`(中程)修正为`HType.Long`(远程),以匹配其技能描述中的“远辅助”定位。同时删除一处多余的空行。
2026-03-29 16:30:26 +08:00
walkpan
5ce7fb1a3b refactor: 移除Buff和Debuff卡牌类型及相关逻辑
- 删除CardType枚举中的Buff和Debuff类型
- 更新卡池描述从"英雄、技能、Buff、Debuff"改为"英雄、技能、功能"
- 移除normalizeTypeFilter函数中处理Buff/Debuff类型的特殊逻辑
2026-03-29 16:22:29 +08:00
walkpan
6455bd0b8b refactor(卡牌类型): 移除卡牌类型映射中的Buff/Debuff分类
简化CardType枚举,移除Potion类型并调整Special类型值。
更新卡牌使用组件中的类型映射逻辑,不再为Buff/Debuff返回特定字符串。
2026-03-29 16:21:58 +08:00
walkpan
0490ae51c7 feat(游戏配置): 调整任务初始状态和卡池升级规则
- 删除冗余的 GameConst.ts.meta 文件
- 新增卡池升级每波减免金额常量 CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE
- 任务开始时初始等级设为1,波次从1开始,并给予初始金币
- 卡池升级费用根据已完成的波次进行减免
- 调整加载页面和胜利界面的UI元素位置和样式
2026-03-29 12:29:00 +08:00
walkpan
9a7bafed2f refactor(config): 合并游戏常量配置并整理代码结构
- 删除 GameConst.ts 文件,将其中的战斗常量迁移至 GameSet.ts
- 在 GameSet.ts 中重新组织 FightSet、IndexSet 和 TooltipTypes 枚举,提升可读性
- 更新 SCastSystem.ts 中技能施放延迟的引用,从 GameConst 改为 FightSet
- 在 CardSet.ts 中添加空行以改善代码格式
2026-03-29 12:06:03 +08:00
walkpan
9e85ded0ef feat(gui): 更新UI资源与布局,优化加载和胜利界面
- 替换多个精灵图集帧,调整胜利界面背景和元素尺寸
- 重新配置胜利界面按钮布局、位置和间距
- 更新加载界面背景图、进度条位置和尺寸
- 调整角色控制器界面的精灵引用和显示状态
- 修改卡片元素的精灵帧引用和尺寸模式
2026-03-29 11:50:07 +08:00
walkpan
99ee713a1f fix(mission): 处理英雄全灭时自动结束战斗并优化UI显示
- 在 MissionComp 中新增 handleHeroWipe 方法,当英雄数量为0且处于战斗状态时自动结束战斗
- 修复 MissionCardComp 中卡池等级UI显示逻辑,简化激活条件判断
- 调整 role_controller.prefab 中多个UI元素的布局参数,优化界面显示效果
2026-03-28 18:39:00 +08:00
walkpan
ddce1208ee fix: 修复任务卡牌池等级显示错误并调整角色控制器UI布局
- 修复 MissionCardComp 中等级节点匹配逻辑,避免因节点命名不一致导致的显示错误
- 调整 role_controller.prefab 中多个UI元素的位置、尺寸和间距,优化布局
2026-03-28 15:01:21 +08:00
walkpan
105082d009 fix: 调整角色控制器UI元素位置并禁用卡牌锁定UI
- 注释掉卡牌锁定/解锁按钮的显示逻辑,暂时禁用该功能
- 调整角色控制器界面中多个UI元素的位置坐标,优化布局
2026-03-28 15:00:40 +08:00
walkpan
3faa5862b7 feat(gui): 为通知弹窗添加入场和出场动画
- 新增 notify.anim 动画文件,实现从右向左滑入和淡出效果
- 调整弹窗尺寸和文本布局以适配动画效果
- 启用动画组件并配置默认播放
2026-03-28 14:32:40 +08:00
walkpan
7a3d7dba2f feat(ui): 新增通知组件和配置
添加 Notity UI 组件,包括 TypeScript 脚本、预制体和 UI 配置,用于在游戏中显示通知信息。
2026-03-28 13:16:13 +08:00
walkpan
8006331308 fix: 修复卡牌触摸事件未绑定及调整游戏配置和UI布局
- 启用CardComp中的卡牌触摸事件绑定以支持交互
- 将游戏地平线(GAME_LINE)从0调整为100
- 更新引擎配置使用spine-4.2替代spine-3.8
- 调整多个prefab中的节点位置、尺寸和缩放比例
- 修正地图背景高度和底部边距
- 禁用card.prefab中的某个组件
2026-03-28 13:03:15 +08:00
walkpan
a638f473a0 feat: 新增英雄出售功能并优化UI交互
- 在 Hero 类中添加 removeByEid 静态方法,用于安全移除英雄实体
- 在 HInfoComp 中集成出售按钮逻辑,点击可移除对应英雄并关闭信息面板
- 为 card.prefab 和 hnode.prefab 添加召唤/出售按钮及相关UI组件
- 调整 role_controller.prefab 面板高度并禁用部分组件
- 移除未使用的 hit-flash-white 场景资源文件
- 暂时注释 CardComp 中的触摸事件绑定以进行调试
2026-03-28 12:04:41 +08:00
walkpan
47b8aeb789 docs(game): 为英雄合成系统添加详细注释
为 MissionHeroComp 组件中的关键属性和方法添加 JSDoc 注释,以提升代码可读性和维护性。注释涵盖了英雄召唤队列、合成规则、链式合成流程以及事件监听管理等核心逻辑,便于后续开发者理解系统行为。
2026-03-28 09:05:44 +08:00
walkpan
79a0ed4798 feat(界面): 为英雄信息组件添加出售按钮节点
- 在 HInfoComp 组件中新增 sell_node 属性用于关联出售按钮
- 在 hnode.prefab 中添加出售按钮节点及其子标签节点
- 调整现有节点的位置和缩放以适应新按钮的添加
2026-03-27 20:56:23 +08:00
walkpan
25cd0b419e fix(ui): 动态调整信息框时同步更新名称位置
修复当信息框内容行数变化时,名称标签位置未同步调整的问题。新增 updateNamePosition 方法,根据显示行数动态计算名称的垂直位置,确保视觉布局的一致性。
2026-03-27 20:14:04 +08:00
walkpan
804577bef1 feat(gui): 在技能信息框中显示技能类型图标并调整布局
- 扩展 IBoxComp 以支持技能类型数据,为近战、远程、支援技能显示对应图标
- 重构 applyLineTexts 为 applyLineData,接收包含文本和类型的对象数组
- 调整 ibox.prefab 中节点位置、尺寸和间距,优化视觉布局
- 默认隐藏未使用的行节点以减少初始渲染开销
2026-03-27 20:04:46 +08:00
walkpan
5e47919e5b feat(game): 为技能配置添加类型字段并完善信息框交互
- 在 SkillSet 中新增 IType 枚举定义技能类型(近战/远程/辅助)
- 为所有技能配置添加 IType 字段
- 在 IBoxComp 中添加英雄名称显示和点击关闭功能
2026-03-27 20:04:20 +08:00
walkpan
b88d3c214a feat: 添加英雄信息弹窗显示功能
- 在卡牌点击时打开英雄技能信息弹窗
- 为英雄头像信息组件添加点击打开弹窗功能
- 重构信息弹窗组件,支持动态显示英雄技能信息
- 调整弹窗UI布局和尺寸以适应不同数量的技能显示
2026-03-27 19:24:29 +08:00
panw
2d6f46dc42 feat(gui): 扩展 ibox 预制体以支持更多行内容
- 新增 line4 和 line5 节点,包含图标和说明标签
- 调整现有行的垂直位置以容纳新增内容
- 更新容器高度和布局以适应新行
- 更新组件引用以保持结构完整性
2026-03-27 16:52:50 +08:00
panw
84a217df50 feat(map): 新增IBoxComp组件并调整ibox.prefab布局
新增IBoxComp组件用于游戏地图中的宝箱功能,包含基础UI属性定义和生命周期方法。
调整ibox.prefab的布局尺寸和子节点位置,优化视觉呈现。
移除VictoryComp中已废弃的广告复活相关代码,保持代码简洁。
2026-03-27 16:51:39 +08:00
panw
87eea006ad refactor(hero): 移除护盾进度条显示逻辑
简化护盾显示逻辑,不再显示护盾进度条,仅控制护盾节点的激活状态。
同时简化满血判断逻辑,移除护盾检查。
2026-03-27 15:23:11 +08:00
panw
cd0004e37c feat(护盾): 将护盾机制从数值吸收改为次数免疫
- 护盾技能配置的 `ap` 字段现在表示免疫次数而非攻击力百分比
- 修改护盾计算逻辑,每次受到攻击消耗1点护盾值
- 更新日志和注释以反映新的护盾行为
2026-03-27 15:22:16 +08:00
panw
829866fe60 fix: 修复英雄召唤合并逻辑的竞态条件
引入召唤队列和异步处理机制,确保英雄召唤和合并操作顺序执行,避免因并发调用导致的逻辑错误。同时将合并所需英雄数量从3调整为2以匹配新的处理流程。
2026-03-27 15:03:32 +08:00
panw
ccccf025c5 feat: 新增英雄合并配置并优化出生时物理组件禁用逻辑
- 在 MissionHeroComp 中添加 merge_need_count 和 merge_max_lv 配置项,用于控制英雄合并所需数量和最大等级
- 修改英雄合并逻辑,根据配置动态判断合并条件和所需数量
- 优化 Hero 实体出生时的组件禁用逻辑,增加对 RigidBody2D 组件的禁用
2026-03-27 14:57:07 +08:00
panw
e57ecca665 feat(英雄合并): 支持三合一合并并实现链式合并
- 将合并条件从两个英雄改为三个英雄
- 重构合并逻辑,提取 mergeGroupHeroes 方法处理合并过程
- 新增链式合并功能,当满足条件时自动触发连续合并
- 添加 countMergeHeroes 方法统计可合并英雄数量
- 优化代码结构,提高可维护性
2026-03-27 14:49:44 +08:00
panw
23f4de0c1e feat(英雄合并): 添加合并时的爆炸特效
在英雄合并完成后播放视觉特效,提升合并操作的反馈和表现力。使用预制体资源并确保在正确的层级上显示。
2026-03-27 14:35:25 +08:00
panw
6fe91e0104 feat(hero): 添加英雄合并时的移动动画效果
实现英雄合并时的平滑移动动画,避免直接销毁的突兀感。为 Hero 类新增 mergeToBirthAndDestroy 方法,使英雄在销毁前移动到生成点。在 MissionHeroComp 中,合并逻辑改为异步等待动画完成,并添加防重复合并标志。
2026-03-27 14:33:00 +08:00
panw
1919c10497 feat(英雄系统): 实现英雄合并功能
- 在 call_hero 方法中添加英雄合并逻辑,当场上存在两个相同 UUID 和等级的英雄时,会合并为一个更高等级的英雄
- 新增 addMergedHero 方法用于创建合并后的英雄,并继承合并前英雄的攻击力和生命值总和
- 新增 getAliveHeroes 方法获取场上存活的英雄实体列表
- 新增 pickMergeHeroes 方法用于筛选出符合合并条件的英雄
- 修改 clear_heros 方法,使其正确销毁所有存活的英雄
- 优化导入语句,移除未使用的模块导入
2026-03-27 14:26:54 +08:00
panw
09531f7ba2 fix: 修复 onCoinAdd 方法参数处理逻辑
调整事件参数处理方式,确保 payload 正确提取自 args 或 event 参数,以兼容不同调用场景。避免因参数结构不一致导致的硬币数量更新错误。
2026-03-27 10:59:07 +08:00
panw
8c3a142d9f refactor(map): 提取动画方法以消除重复代码
- 将 playButtonPressAnim、playButtonClickAnim 和 playButtonResetAnim 中的动画逻辑提取为通用方法 playNodeScaleTo 和 playNodeScalePop
- 调整 playCoinChangeAnim 以使用新的动画方法,并分别对图标和数字应用动画
- 清理属性声明顺序,移除已弃用的 tooltip 注释
2026-03-27 10:54:45 +08:00
panw
1ef38ce595 refactor(map): 移除冗余属性装饰器并调整金币数值
清理 MissionComp 中部分属性的 @property 装饰器,这些属性无需在编辑器面板中暴露。
同时调整准备阶段金币奖励的基础值和上限,以平衡游戏经济。
2026-03-27 10:47:38 +08:00
panw
da83c89427 feat(卡牌): 添加金币消耗机制
- 在 CardComp 中检查使用卡牌所需金币,不足时播放反弹动画并提示
- 在 MissionCardComp 中检查刷新卡牌所需金币,不足时提示
- 添加金币获取和设置方法,统一处理金币数值的取整和边界
- 更新 UI 显示逻辑,同时显示金币余额和刷新/升级消耗
- 使用卡牌或刷新时扣除相应金币并发送金币变更事件
2026-03-27 10:38:42 +08:00
panw
ad5758c6e7 fix(战斗): 调整远程站位距离并优化移动系统注释与逻辑
- 将远程职业的固定站位X坐标从180减少至120,以改善阵型布局
- 为移动系统组件和配置添加详细注释,说明各字段用途和逻辑规则
- 调整同阵营横向最小间距从40增加至50,减少单位重叠
- 优化近战超车逻辑,明确超车条件和优先级判定
- 改进代码可读性,添加关键逻辑点的解释说明
2026-03-27 10:08:11 +08:00
panw
a42d34b003 fix(战斗逻辑): 修复非战斗状态下技能释放和状态同步问题
- 在 SCastSystem 中增加战斗状态检查,防止非战斗时误触发技能
- 同步 mission.in_fight 状态到 vmdata.mission_data.in_fight 以保持数据一致性
- 调整 MissionCardComp 在波次开始时正确布局卡牌槽位并分发卡牌
- 优化游戏地平线位置和 UI 布局参数
2026-03-27 09:31:40 +08:00
panw
0b20d773d2 refactor(map): 将任务卡面板隐藏动画由位置移动改为缩放
将战斗阶段卡牌面板的隐藏方式从向下移动改为缩放至零,简化动画逻辑并避免因父节点缩放导致的偏移计算问题。移除不再使用的 cardsBattleHideOffsetY 属性,并缓存卡牌面板的原始缩放比例。
2026-03-27 09:10:57 +08:00
walkpan
4e7c580936 fix: 修复新波次开始后游戏阶段状态错误的问题
- 在 MissionComp 中新增波次时调用 enterPreparePhase 进入准备阶段
- 在 MissionMonComp 中检查战斗状态,避免波次结束后继续生成怪物
- 在 MissionCardComp 中监听新波次事件并进入准备阶段
2026-03-27 08:39:07 +08:00
walkpan
a291d227a0 fix: 修正关卡怪物波次增长和卡片面板位置计算
- 将每波额外增加普通怪数量从1改为0,防止怪物数量无限增长
- 移除冗余的cardsPosReady标志,直接计算卡片隐藏位置
- 修复卡片隐藏位置计算,考虑父节点缩放比例
2026-03-26 23:21:53 +08:00
walkpan
76ca17ccdf feat(任务): 增加准备阶段与战斗阶段的切换逻辑
- 在准备阶段显示卡牌面板和开始战斗按钮,并发放金币奖励
- 进入战斗阶段时隐藏卡牌面板并禁用按钮
- 根据波数动态计算准备阶段金币奖励
- 修复金币同步和初始化问题
2026-03-26 23:07:54 +08:00
walkpan
4fdb424bc4 feat(关卡): 实现基于波次的怪物生成系统
- 将时间轴刷怪改为波次制,每波生成固定数量普通怪
- 每若干波生成一个Boss,Boss波次可配置
- 在界面时间显示前添加当前波次信息
- 添加新波次开始时的事件通知机制
- 调整卡片预制件的Y坐标以适应新布局
2026-03-26 21:19:12 +08:00
panw
3963a8f3ba fix(战斗): 调整技能攻击参数和冰冻逻辑
- 提高部分技能攻击的Y轴偏移量,优化命中判定
- 将冰冻基础时间从1秒调整为3秒,增强控制效果
- 修复冰冻时间叠加逻辑,改为取最大值避免重复叠加
- 修复冰冻触发条件,避免对已冰冻目标重复触发
- 调整英雄进度条总长度,优化UI显示
2026-03-26 16:30:00 +08:00
panw
81a1d83d89 fix(技能): 调整蓝波和冰刺技能配置及死亡特效位置
- 移除蓝波技能(6201)和冰刺技能(6207)的冰冻率(frz从20改为0)
- 调整死亡技能特效(death.prefab)的垂直位置(y从20改为30)和缩放比例(从0.7改为0.65)
2026-03-26 16:07:13 +08:00
panw
e627a439f2 fix(英雄): 调整死亡效果的位置、缩放和动画
- 将死亡特效的Y轴位置从0调整为20,缩放从0.4增大到0.7,使其更明显
- 缩短英雄和怪物的死亡时间,从2秒/0.5秒调整为0.1秒
- 修正死亡特效的生成逻辑,现在正确使用父节点和世界坐标
- 更新死亡动画的帧率和时长,并添加完整的精灵帧序列
2026-03-26 15:52:24 +08:00
walkpan
afe11291f1 refactor(英雄管理): 将英雄与金币数据迁移至全局任务数据
- 移除 Hero.ts 中手动维护的 hero_num 计数逻辑
- 在 SingletonModuleComp 的 mission_data 中添加 hero_max_num、hero_extend_max_num 字段
- 重构 MissionCardComp,使其通过 smc.vmdata.mission_data 读写英雄数量、金币等状态
- 新增辅助方法统一数据访问与同步,避免状态分散管理
2026-03-25 23:32:55 +08:00
walkpan
8a151a3922 feat(关卡): 添加英雄数量上限机制
- 在 MissionCardComp 中添加英雄数量显示与上限控制逻辑
- 当英雄数量达到上限时禁止使用英雄卡牌
- 英雄死亡时减少当前英雄计数并刷新显示
- 添加英雄数量变化的动画反馈效果
- 移除 SingletonModuleComp 中未使用的 unlockCoin 字段
2026-03-25 23:04:12 +08:00
walkpan
7db182d9fc refactor(ui): 将英雄等级和动画显示逻辑移至HInfoComp
- 移除HeroViewComp中等级和CD进度条的显示逻辑,简化顶部UI
- 在HInfoComp中新增英雄等级显示和动画加载功能
- 添加资源加载和动画管理逻辑,支持英雄闲置动画播放
- 优化组件生命周期管理,确保资源正确释放
2026-03-25 22:20:21 +08:00
walkpan
e064c5e133 feat: 统一英雄缩放比例并调整血条UI尺寸
将多个英雄预制体的缩放比例从0.6/0.7统一调整为1,使视觉表现更一致。
同时调整血条UI的宽度和边框,优化显示效果。
2026-03-25 22:15:15 +08:00
walkpan
f436e47d8d feat(地图): 为英雄信息组件添加图标节点属性
在 HInfoComp 组件中新增 icon_node 属性,用于在预制件中引用图标节点。同时更新了 hnode.prefab 的配置,添加了对应的 Sprite 和 Animation 组件,以支持英雄图标的显示和动画效果。
2026-03-25 20:37:12 +08:00
panw
d5d763a6ef refactor(gui): 简化 hnode 预制体结构,移除多余节点
- 删除 Mask 节点及其子节点 Background_01 和 icon
- 将 hAnm 节点设为非激活状态
- 更新相关组件 ID 和预制体引用以保持一致性
2026-03-25 17:30:43 +08:00
panw
80bf8efc30 refactor(ui): 重构英雄信息面板组件,提取通用逻辑
- 将 HInfoComp 重构为独立组件,封装标签查找与数据绑定逻辑
- 在 MissionCardComp 中使用 HInfoComp 替代直接操作 Label 组件
- 移除冗余的 findNodeByPath 和 resolvePanelLabel 方法
- 通过 isModelAlive 方法统一检查模型有效性
2026-03-25 17:26:51 +08:00
panw
de90dadaed feat(ui): 添加战场英雄信息面板并增强主角召唤事件
扩展主角召唤事件,传递更多实体信息供UI系统使用。新增HInfoComp组件作为英雄信息面板基础,并在MissionCardComp中动态生成和管理英雄信息面板,实时显示英雄属性。同时调整相关预制体引用和布局配置。
2026-03-25 17:23:22 +08:00
panw
338394f6ff feat(ui): 为抽卡和升级按钮添加触摸动画效果
- 新增按钮按下、点击和取消的缩放动画,提升交互反馈
- 添加 hero_info_node 和 hero_info_prefab 属性,为后续功能预留
- 引入新的 hnode.prefab 资源文件
- 重构按钮事件监听,从 TOUCH_END 改为多阶段触摸事件
2026-03-25 16:38:14 +08:00
panw
b778b6d128 fix: 调整游戏地图元素和UI控件的位置与可见性
- 提升游戏地平线高度以改善视觉体验
- 重新定位地图中的多个对象,优化场景布局
- 隐藏部分UI控件并调整对齐方式,适配新的布局
2026-03-25 15:52:23 +08:00
panw
4ac9f5c06f refactor(mission): 重构卡牌组件内部状态管理
- 将金币数据从全局 vmdata 移至组件内部私有属性
- 重命名 coins 节点引用为 coins_node 以保持一致性
- 优化卡牌预制体布局,调整名称背景位置和缩放
- 更新数值标签的字体样式和阴影效果
- 修复卡池等级UI更新逻辑,确保正确显示当前等级
2026-03-25 15:35:50 +08:00
panw
2a50e79c01 refactor(ui): 调整任务卡组件节点结构与样式
移除未使用的图片资源并清理任务组件冗余节点引用,优化卡牌预制体的布局与字体显示
2026-03-25 14:57:07 +08:00
panw
a889804353 feat(gui): 调整卡牌预制体布局并添加锁定标签
- 为卡牌锁定状态添加“锁定”标签节点
- 调整多个子节点的尺寸、位置和边框设置
- 更新精灵图渲染模式和组件引用ID
- 优化卡牌整体布局和间距
2026-03-25 10:54:16 +08:00
walkpan
8ef733d559 feat(卡牌): 新增卡池升级消耗金币机制
- 添加 CoinAdd 游戏事件用于金币变化通知
- 新增卡池升级消耗配置 CardsUpSet 和初始金币常量 CardInitCoins
- 修改升级逻辑:检查金币是否足够,扣除相应金币后才能升级
- 更新UI显示:升级按钮显示所需金币,添加金币数量显示面板
- 禁用通知面板的动画组件以优化性能
2026-03-24 23:31:11 +08:00
walkpan
3f8c316010 chore: 移除文件头部注释并调整空行格式
- 删除自动生成的作者与日期注释,减少冗余信息
- 在枚举定义间添加空行以提升代码可读性
2026-03-24 23:30:58 +08:00
walkpan
6ea6976e43 fix(heros): 调整英雄模型位置和动画资源
- 标准化多个英雄prefab的本地位置Y坐标为-35
- 调整mo1、mo2、mo5、me1、mo4、mo3英雄的本地位置
- 更新mo4和mo3英雄的缩放比例
- 优化mo3和mo4英雄的攻击、大招、死亡动画时长和帧序列
- 更新mb456.plist中的精灵图集坐标和尺寸
2026-03-24 22:25:18 +08:00
walkpan
c3024caef4 refactor: 移除内存面板并添加显示控制标志
在 MissionComp 的 onLoad 方法中初始化 showMemoryPanel 为 false,并调用 removeMemoryPanel 来销毁内存面板节点。
同时,将 update 方法中对 updateMemoryPanel 的调用移除,以停止面板的持续更新。
2026-03-24 22:24:44 +08:00
walkpan
9cfdbfed2c fix(英雄): 调整多个英雄模型的局部位置和缩放
- 调整 mo6 的局部位置 Y 坐标,使其从 -10.386 变为 -4.98
- 统一调整 mo1, mo2, mo3, mo4, mo5 的局部缩放比例,以修正视觉显示问题
2026-03-24 19:42:02 +08:00
walkpan
d6a4cfe07e fix: 修复实体视图状态初始化问题并调整关卡参数
- 为 Monster 和 Hero 实体添加 idle 状态初始化,确保视图组件正确显示
- 调用 Hero 视图组件的 init 方法以完成初始化流程
- 调整关卡配置参数:关闭内存面板显示,减少怪物上限和恢复阈值以优化性能
2026-03-24 19:41:39 +08:00
walkpan
57dadf8017 feat: 调整英雄与怪物配置,新增亡灵系列并统一模型位置
- 新增英雄“自然骑士”(5005)和“游侠”(5203),并修正部分英雄路径与技能配置
- 新增亡灵系列怪物配置(6101-6105),包含战士、射手、法师等类型
- 统一多个英雄和怪物预制体的本地位置坐标,优化视觉表现
- 修正技能“闪光射击”的名称和所有技能的ready时间
- 更新怪物配置注释,明确技能冷却时间字段
2026-03-24 19:20:10 +08:00
walkpan
53f3ce9606 feat(hero): 添加新英雄资源并重命名现有英雄
- 添加新英雄 me1 的 prefab 和 mb456 图片资源
- 将 hm4 英雄重命名为 me1,保持相同的 UUID 和结构
- 更新 moud.png 图片资源
2026-03-24 18:54:03 +08:00
walkpan
741476c8fb Merge branch 'card' of ssh://dev.eoxnet.com:40086/pixelheros into card 2026-03-24 18:30:40 +08:00
walkpan
d0c85eb4ba boss动画改动 2026-03-24 18:30:38 +08:00
panw
76633e44d3 feat(英雄视图): 根据英雄等级调整顶部节点垂直位置
将静态的垂直位置改为基于英雄等级动态计算,使不同等级的英雄在视觉上有所区分
2026-03-24 16:27:40 +08:00
panw
f9012458d8 fix(英雄视图): 修复护盾显示时顶部血条隐藏的问题
调整顶部血条显示逻辑,将透明度控制改为显隐控制,确保护盾存在时血条始终可见。同时修复了护盾更新时未正确触发血条显示的问题,并优化了满血无护盾时的自动隐藏逻辑。
2026-03-24 16:26:45 +08:00
panw
e018451524 fix: 修正护盾值计算公式中遗漏的百分比除数
护盾值计算原为直接使用攻击力乘以系数,实际应为攻击力乘以系数再除以100以符合设计文档中的百分比定义。
2026-03-24 16:16:12 +08:00
panw
41ac41554c feat(game): 更新英雄、技能和怪物配置数据
- 新增怪物类型 RANGED 和 MAGE,并调整怪物列表和Boss配置
- 重新分配英雄技能ID,更新多个英雄的技能配置
- 调整技能视觉效果,更新技能图标、动画和描述
- 重构怪物配置,移除部分怪物并调整属性
2026-03-24 15:36:35 +08:00
panw
f6f3896f29 feat: 新增多种颜色技能球预制体和动画资源
添加红、蓝、绿、黄色技能球及其对应的动画文件,并新增 ball_fire2 预制体
修复 arrow_blue.prefab 中 Sprite 组件的 _type 属性设置
2026-03-24 15:31:12 +08:00
panw
90bf8f7f7c refactor: 合并英雄与怪物的生命周期系统为统一系统
移除 MonLifecycleSystem,将其功能整合至 HeroLifecycleSystem 并重命名为 BattleEntityLifecycleSystem。新系统根据实体的 fac 属性区分英雄与怪物,输出相应的调试日志,消除了重复代码并提高了维护性。
2026-03-24 14:42:40 +08:00
panw
1fa2be19f7 refactor(hero): 优化英雄与怪物实体加载与注释
- 统一英雄与怪物实体加载流程,增强代码可读性与维护性
- 为 Hero.ts 与 Mon.ts 添加详细方法级注释,说明组件职责与关键逻辑
- 在配置文件中将攻击速度(as)注释更新为技能冷却(skills[0].cd),使配置项含义更清晰
- 修复怪物技能等级未随怪物等级提升的问题,使其与英雄逻辑保持一致
- 优化对象池管理,增加容量统计与调试信息
2026-03-24 14:40:04 +08:00
panw
23cc992579 fix: 修正 HeroViewComp 中 health 方法内的拼写错误 2026-03-24 14:31:06 +08:00
panw
33e549d22c fix: 修复技能冷却时间初始化和治疗特效调用错误
- 将技能初始化时的冷却时间设为0,避免首次使用时需要等待完整冷却
- 修正HeroViewComp中health方法错误调用heathed属性而非方法的问题
2026-03-24 14:29:54 +08:00
panw
b62e6649cb fix: 调整生命值特效触发阈值从99改为20
避免低生命值时频繁触发特效和提示,优化游戏体验。
2026-03-24 10:44:37 +08:00
panw
c3badecd71 fix: 修正技能AP百分比计算错误
修复技能AP百分比计算逻辑,移除重复除以100的操作。在Skill.ts中移除多余注释,在SCastSystem.ts中正确计算治疗量,确保技能AP作为百分比值正确处理。
2026-03-24 10:39:47 +08:00
panw
b51a68bc8f fix(技能): 修正友方技能效果中AP计算错误的问题
将AP加成除以100以匹配正确的数值比例,避免技能效果过强
2026-03-24 10:31:07 +08:00
panw
382f6d2b32 fix(技能): 修复技能等级计算错误,默认等级从1改为0
将技能相关计算的默认等级从1统一修正为0,确保等级计算逻辑的一致性。具体包括:
- HeroAttrsComp.getSkillLevel() 方法在无效技能ID时返回0
- Hero实体构建技能模型时使用Math.max确保最低等级为0
- SDataCom组件初始化skill_lv为0
- Skill实体加载时skill_lv参数默认值改为0,计算时使用Math.max(0, skill_lv)
2026-03-24 10:25:12 +08:00
panw
abcbeff9ab feat: 为工具提示添加阵营区分显示
扩展 Tooltip 系统以支持根据伤害来源的阵营(英雄或怪物)显示不同的文本标签。修改 HeroViewComp 调用时传递阵营信息,TooltipCom 根据阵营选择对应的本地化键名。同时调整了工具提示预制件的默认激活状态和文本颜色。
2026-03-24 10:16:31 +08:00
panw
78d4b10a88 fix(skill): 修正技能攻击力计算未除以100的问题
修复技能攻击力(AP)计算时未将百分比转换为小数的问题。原代码直接使用 sAp (百分比值) 与基础攻击力相乘,导致计算结果过大。现在将 sAp 除以 100 以正确计算实际攻击力值。
2026-03-24 10:09:20 +08:00
walkpan
9a68ef957d feat(skill): 添加新技能资源并修复伤害计算问题
添加新的技能动画、预制体和字体资源,用于支持新技能效果。
修复技能伤害计算未取整的问题,确保伤害值为整数。
更新技能buff提示UI的字体和布局,提升显示效果。
2026-03-24 09:23:41 +08:00
walkpan
3fc94dbc3f fix(ui): 调整buff提示框字体大小和动画时长
- 将多个文本组件的_fontSize从20调整为25,与_actualFontSize保持一致
- 将部分标题字体从60调整为35,行高从60调整为40
- 移除buff脚部动画的所有关键帧,将动画时长设为0以禁用动画
2026-03-23 20:55:39 +08:00
walkpan
3756667b61 fix: 修复护盾吸收和伤害显示的数字格式问题
- 移除已删除的元数据文件
- 调整技能提示UI的字体大小和尺寸
- 使用NumberFormatter格式化护盾吸收值和伤害值,确保显示整数
- 修复tooltip.prefab中一个节点的激活状态
2026-03-23 20:55:18 +08:00
walkpan
32fa7a4163 fix(hero): 修复死亡状态下仍处理伤害队列的问题
调整伤害队列处理顺序,确保在英雄死亡后不再显示伤害数字。同时删除未使用的天赋系统文档。
2026-03-23 20:45:54 +08:00
walkpan
849a8aeaef feat(英雄/怪物): 添加受击倒地特效
- 新增 down.prefab 和 down.anim 资源文件
- 在 Hero 和 Monster 的落地逻辑中调用 playEnd("down") 播放特效
- 优化 HeroViewComp 中特效生成逻辑,移除冗余的组件销毁操作
2026-03-23 20:23:37 +08:00
walkpan
ef7f76952f chore: 更新技能图标资源文件
替换 assets/resources/game/skill/skill1.png 为新的图像文件。
2026-03-23 16:21:58 +08:00
walkpan
c8255ab5b8 chore: 更新技能资源文件的UUID元数据
更新部分技能资源PNG图片及prefab元数据文件中的UUID,确保资源引用的一致性。
2026-03-23 15:59:12 +08:00
panw
695b44498e feat(skill): 新增多个技能特效资源并调整现有技能参数
新增 `gold`、`ball_zi`、`atk_boom`、`atk_boom2`、`arrow_big_shan`、`ice_up` 等技能相关的预制体和动画资源。
调整 `atk_light`、`ball_forst`、`ball_gquan`、`ball_ice`、`ball_fire`、`arrow`、`arrow_red`、`arrow_blue` 等现有技能的尺寸、位置、缩放比例或碰撞体大小,以优化视觉效果和游戏体验。
为 `fire_wall` 动画添加攻击事件。
删除未使用的 `ball_fire_big` 动画资源。
更新部分资源的 UUID 以保持一致性。
2026-03-23 15:45:38 +08:00
panw
d889d27a79 fix: 调整hm2英雄预制体的位置、缩放和尺寸
调整英雄hm2预制体的局部位置Y坐标,从-42.371改为-34.448。
将缩放系数从0.8调整为0.83。
将内容尺寸从230.4x230.4调整为192x192,以适配新的美术资源或界面布局。
2026-03-23 10:57:59 +08:00
panw
0b2fd128ea feat(skill): 添加新技能资源并调整动画参数
添加多个新技能动画、预制体及其元数据文件,包括黄色准备动画、大型火球攻击动画、buff_dian动画和风球攻击动画。
同时删除旧的 ball_sgreen 动画和 ball_light-001 预制体。
调整多个现有动画的采样率和持续时间以优化播放效果。
在技能图集中添加新的箭头精灵帧。
微调英雄 hm2 的缩放比例。
2026-03-23 10:53:24 +08:00
walkpan
3324899861 chore: 更新技能图标资源文件
将 skill2.png 替换为更新后的版本,以匹配最新的美术设计规范。
2026-03-23 10:00:09 +08:00
walkpan
4f045ea430 chore: 更新技能图标资源文件 2026-03-23 09:42:24 +08:00
walkpan
d8d431a92b chore: 更新技能图标资源文件
替换技能1和技能2的PNG图标文件,使用更新后的视觉资源。
2026-03-23 09:26:32 +08:00
walkpan
6c1b182314 fix: 修正技能升级数据空值检查逻辑
将空值合并运算符(??)替换为三元条件运算符,确保当SkillUpList[s_uuid]为0或false时也能正确使用默认值SkillUpList[1001]。同时移除未使用的sNum变量计算。
2026-03-22 22:07:49 +08:00
walkpan
9f824a2b17 feat(技能系统): 为重复施放技能添加偏移目标与起始位置
当技能重复施放时,根据施放序号调整目标位置和起始位置,使多次施放的效果在垂直方向上产生偏移,避免完全重叠。
2026-03-22 21:56:54 +08:00
walkpan
0a66ef1035 fix(技能施放): 修复技能升级次数计算并支持多次施放
- 将 cNum 计算修正为 Math.min(2, Math.max(0, Math.floor(sUp.num ?? 0))),防止无效值
- 根据 cNum 增加技能施放循环,支持多次施放效果
- 为属性增益 buff 添加注释说明动画意图
2026-03-22 21:52:12 +08:00
walkpan
ab11b2b2d3 fix(skill): 修复技能升级配置查找和友方技能目标选择逻辑
修复SkillUpList中默认配置键值错误,从6001改为1001
修复技能升级属性计算中的空值保护,避免undefined导致的NaN
重构友方技能目标选择逻辑,添加随机选取和按血量排序功能
调整辅助技能数值从基于最大生命值百分比改为基于攻击力百分比
2026-03-22 21:46:32 +08:00
walkpan
9962a725d1 fix(技能): 修复技能升级配置和属性计算错误
- 将 SkillUpList 中的 buff_max 字段更正为 buff_hp
- 移除 add_hp 和 add_shield 方法的 isValue 参数,改为直接使用数值
- 在 SCastSystem 中应用技能升级加成计算 AP、命中次数和 buff 值
- 为 HeroAttrsComp 添加 add_hp_max 和 add_ap 方法,替换原有的通用 buff 处理逻辑
- 简化伤害和技能效果应用逻辑,确保属性计算正确
2026-03-22 21:30:27 +08:00
walkpan
61261b97c3 refactor(hero): 重构技能施放系统,分离敌友方效果处理
- 将 applyPrimaryEffect 拆分为 applyEnemySkillEffects 和 applyFriendlySkillEffects,明确职责边界
- 友方技能现在统一在 applyFriendlySkillEffects 中处理治疗、护盾和 buff 效果
- 移除冗余的 applyExtraEffects 方法,简化逻辑流程
- 为关键方法添加详细注释,提升代码可读性
2026-03-22 21:26:55 +08:00
walkpan
a590c34fb6 feat(技能): 根据英雄等级计算技能等级并移除技能释放次数字段
在 Hero.ts 中为技能模型增加等级计算,技能最终等级为初始等级加上英雄等级减2(因两者均从1开始计数)。同时从 SkillSet.ts 的 SkillConfig 接口及所有技能配置中移除已不再使用的 `num` 字段。
2026-03-22 19:43:03 +08:00
walkpan
c75c58d13c feat(技能): 引入技能升级配置并调整伤害计算
- 新增 SkillUpList 配置表,支持技能升级时属性成长
- 修改 Skill.ts 中的伤害计算逻辑,将基础属性与升级加成结合
- 移除 SkillSet.ts 中冗余的注释行,保持代码整洁
2026-03-22 19:38:59 +08:00
walkpan
354f242930 refactor: 重构buff系统,移除预定义buff列表
- 将SkillConfig.buffs字段改为直接存储BuffConf对象数组
- 移除预定义的BuffsList和相关导入引用
- 简化SCastSystem中buff应用逻辑,直接使用配置对象
- 移除CardComp中Buff/Debuff类型的图标获取逻辑
- 简化HeroAttrsComp调试日志,移除buff名称显示
2026-03-22 19:09:02 +08:00
walkpan
a685d94818 refactor(config): 简化BuffConf接口并内联buff配置
移除BuffConf接口中冗余的字段(uuid、name、icon、info),仅保留核心的buff和value。
将SkillConfig中的buffs字段类型从number[]改为BuffConf[],使配置更直接。
更新SkillSet中的技能配置,将buff ID替换为内联的BuffConf对象。
2026-03-22 19:06:50 +08:00
walkpan
0f56591376 refactor(skill): 重构技能数据结构并支持技能等级
- 将 HeroAttrsComp 中的技能数组和独立 CD 映射重构为统一的 HSkillInfo 对象记录
- 在 SDataCom 中新增 skill_lv 字段,并在 Skill 加载时传入技能等级
- 更新 Hero 和 Monster 初始化逻辑以适配新的技能数据结构
- 修改 SCastSystem 以传递技能等级并影响技能效果
- 更新 heroSet 配置,将 skills 字段类型改为 Record<number, HSkillInfo>
2026-03-22 16:25:46 +08:00
walkpan
be4884d28a refactor(英雄技能): 重构技能系统以支持多技能和独立冷却
- 将 HeroAttrsComp 中的单一攻击/技能ID重构为技能数组,支持多个技能
- 为每个技能添加独立的冷却计时和最大冷却时间
- 修改 SCastSystem 以支持多技能选择和冷却检查
- 更新 HeroViewComp 显示当前展示技能的冷却进度
- 统一英雄和怪物初始化技能的方式,使用 setSkills 方法
- 移除 heroSet 配置中的 as/ss 字段,改为 cds 数组
- 修改 Skill 实体加载,传递 HeroAttrsComp 用于技能伤害计算
2026-03-22 13:35:25 +08:00
walkpan
218703be6b refactor(game): 重构技能ID命名并简化buff技能配置
- 在英雄配置接口中新增技能等级和冷却时间字段
- 调整盾战士的技能列表,移除两个技能
- 将技能ID重新编号,使其按职业分类更清晰(例如6xxx为近战,61xx为射手,62xx为法师)
- 删除大量重复的buff技能配置,仅保留基础等级
2026-03-22 13:06:11 +08:00
walkpan
060129035c feat(skill): 新增攻击技能预制体并重构现有资源
- 新增 atk、arrow、ice_t、atk_fire、atk_light、ball_light-001 等技能预制体
- 删除 atk_f1、atk_f2、atk_s1、atk_ice、ball_guang、ball_light、arrow_green 等旧预制体
- 重构 arrow_red、arrow_blue、atk_s4 预制体,简化节点结构
- 调整 atk04.anim 动画的 wrapMode 为一次播放
- 优化 ball_sred.anim 动画的采样率和关键帧
- 统一技能组件配置,移除冗余节点和组件
2026-03-22 11:36:48 +08:00
walkpan
54377cfb96 feat(assets): 添加新英雄资源并调整动画参数
- 新增 hm6、hm7、hm8、hm9 英雄的目录结构、动画资源和预制体
- 为所有英雄统一调整缩放比例至更合理的数值
- 优化多个英雄的攻击、死亡和最大技能动画的帧率和时长
- 调整 shielded 护盾效果的缩放比例
- 修复部分动画名称错误(如 atk2 改为 dead)
- 新增英雄 0 的预制体资源
2026-03-22 10:54:08 +08:00
walkpan
b4a303f31e feat(assets): 添加新英雄资源并调整动画及预制体
- 新增 mud1~5、mo5~6、ha2~3、hk2~4、hm3~5 等英雄的元数据、动画和预制体文件
- 更新 mo1、mo3、mo4 英雄的预制体位置、缩放和锚点参数
- 调整 hk1 英雄的 atk0 和 max1 动画时长与关键帧
- 为 ha2~3、hk2~4、hm3~4 英雄添加缺失的 move、atk0、idle、max0 动画序列
- 微调 outline-glow 材质的发光宽度参数
2026-03-21 23:04:02 +08:00
walkpan
f82af60b6e fix(assets): 修复英雄动画资源配置问题
- 将 hz1.prefab 中的默认动画剪辑设置为 null,避免引用无效资源
- 调整 hm2/max0.anim 的动画时长并更新关键帧序列,确保动画播放流畅
2026-03-21 23:03:17 +08:00
walkpan
f9e3fc9106 feat(hero): 添加新英雄资源并优化动画系统
- 新增英雄 ha2、ha3、hk2、hk3、hk4、hm3、hm4、hm5、mo5、mo6 的目录元数据
- 为新增英雄添加完整的动画剪辑(atk0、dead、idle、max0、max1、move)
- 移除旧版英雄的冗余动画文件(atk1、atk2、buff、stun)
- 更新现有英雄的动画配置,统一使用 atk0 作为攻击动画
- 优化 hm1 英雄的动画时长和采样率,提升流畅度
- 在 HeroViewComp 中增加英雄等级显示逻辑
- 重构 HeroAnmComp,简化动画状态管理
2026-03-21 16:43:43 +08:00
walkpan
870819b9f1 feat: 扩展英雄卡牌配置,增加高级别卡牌
为多个英雄卡牌添加了更高级别(lv 3-6)和更高英雄等级(hero_lv 2-3)的配置项,以丰富游戏后期的卡牌池和策略深度。
2026-03-20 21:00:55 +08:00
walkpan
750097dcf7 feat: 同步 HeroInfo 到 CardPoolList 并排序英雄卡
根据 heroSet.ts 中的 HeroInfo 配置,更新 CardSet.ts 的 CardPoolList。
- 新增英雄卡条目 5012 和 5013
- 更新现有英雄卡的 lv 字段以匹配 HeroInfo.cards_lv
- 按 lv 升序对英雄卡进行排序,保持非英雄卡顺序不变
2026-03-20 20:56:36 +08:00
walkpan
7c9bbea450 feat: 向基础卡池中添加多个英雄卡牌配置
新增英雄卡牌配置项,包括不同等级和编号的英雄,以扩展游戏基础卡池的多样性。
2026-03-20 20:47:12 +08:00
walkpan
11790432e1 feat(balance): 调整英雄和兽人单位的属性数值
- 移除卡池中重复的英雄卡配置
- 提升大部分英雄的基础生命值、攻击力和速度
- 标准化兽人单位的攻击速度,调整生命值和攻击力
- 优化BOSS兽人首领的数值,降低攻击力提升平衡性
2026-03-20 20:38:34 +08:00
walkpan
578cfaa241 feat(config): 为英雄和怪物配置添加卡片等级字段并调整属性
- 在 heroInfo 接口中添加 cards_lv 可选字段以支持卡片等级
- 更新所有英雄和怪物的配置,为其添加初始 cards_lv 值
- 根据新的属性基准调整部分英雄的攻击速度(as)和描述(info)
- 在注释中添加各职业在卡片等级1和英雄等级1时的属性基准说明
- 统一注释中的标点符号(逗号使用全角)
2026-03-20 20:32:34 +08:00
panw
a61c56b035 fix: 修正英雄配置中的技能ID错误
更新多个英雄的技能ID配置,确保与实际的技能定义匹配。例如将圣骑士的技能从6202改为6305,风行剑士从6104改为6014等,以修复因技能ID错误导致的游戏功能异常。
2026-03-20 17:01:18 +08:00
panw
bc0643caa9 feat(config): 为英雄配置添加描述信息并扩展技能列表
- 在英雄配置文件中添加注释说明英雄规则和技能升级机制
- 为所有英雄配置添加中文描述信息,明确英雄定位和特色技能
- 将技能6202、6212、6222的名称从"冰锥"改为"冰刺"以保持命名一致性
- 新增大量支持类技能配置(6411-6456),包含单体/群体攻击/生命/全能buff技能,支持2-6级不同效果
2026-03-20 16:40:49 +08:00
panw
cf8dad3ecc refactor(英雄视图): 简化受击动画配置的获取逻辑
直接使用技能配置中的 DAnm 字段,移除对 EAnmConf 枚举的依赖,使代码更简洁。
2026-03-20 16:38:19 +08:00
panw
855d50a98a feat(hero): 为英雄 mo4 添加轮廓发光效果
- 新增内置轮廓发光着色器效果文件
- 新增轮廓发光材质并配置红色发光参数
- 在 mo4 英雄预制件中应用轮廓发光材质
- 移除不再需要的嵌套预制件引用以简化结构
2026-03-20 15:44:56 +08:00
panw
8d059a28d4 fix(hero): 限制英雄等级并调整尺寸随等级变化
将英雄等级上限限制为3级,避免超出预期范围。
同时调整英雄尺寸随等级线性增长,每级增加10%大小。
2026-03-20 15:44:40 +08:00
panw
cde110b114 feat: 为盾战士英雄添加新技能
为英雄ID 5001(盾战士)的技能列表添加技能ID 6301、6311和6321,以扩展其战斗能力。
2026-03-20 10:59:59 +08:00
panw
35af88d570 feat: 重构英雄与怪物系统并添加等级机制
- 调整怪物配置映射,将兽人系列怪物ID从5xxx改为6xxx
- 为英雄系统添加等级支持,英雄属性随等级线性增长
- 重构卡牌系统,区分英雄卡和功能卡显示逻辑
- 重新组织英雄配置数据,按职业分类并添加等级字段
- 扩展技能配置,为各等级添加对应技能变体
- 简化特殊卡配置结构,添加名称和描述字段
2026-03-20 10:54:29 +08:00
walkpan
51d0459f5b feat(技能配置): 扩展并修正单体与全体增益技能配置
- 修正原有技能6401-6403的描述,从"全体"改为"自身",并更新数值
- 新增单体增益技能等级2-6(6411-6453),包含攻击、生命和全能类型
- 新增全体增益技能等级1-6(6601-6653),包含攻击、生命和全能类型
- 所有新增技能均配置对应的buff ID和详细效果说明
2026-03-20 08:50:05 +08:00
walkpan
a8978cd2aa feat(英雄与技能): 重构英雄技能配置并扩展技能体系
- 为英雄配置添加 SkillSet 导入,使技能配置模块化
- 重新分配英雄技能,将原有技能ID替换为新技能体系
- 重构技能配置,建立低阶单体、高阶单体、低阶群体、高阶群体和辅助技能分类
- 扩展技能ID范围,新增多个技能变体以支持更丰富的游戏玩法
- 增加 Buff 配置的数量和梯度,提供更多属性提升选项
2026-03-19 23:59:31 +08:00
walkpan
b241be0314 refactor(hero): 移除英雄等级、简化配置并删除HInfoComp组件
- 删除 HInfoComp.ts 及其 meta 文件,移除英雄信息界面组件
- 从 Hero 和 Monster 类中移除 back_chance 属性设置
- 将 Hero 类中的等级初始化为固定值 1,移除从配置读取的逻辑
- 简化 heroSet.ts 配置:移除 AttrSet、getHeroList、getMonList、MonSet、HeroConf、JobUpConf 等配置项
- 优化 heroInfo 接口:将 icon、kind、lv 字段设为可选,移除已删除的配置引用
- 扩展英雄列表,新增 5008-5015 共8个英雄配置
- 移除与 smc 模块的耦合,简化英雄选择逻辑
2026-03-19 23:59:16 +08:00
walkpan
b531ade090 feat(config): 新增群体增益技能并简化Buff配置接口
- 移除 BuffRunType 枚举及 BuffConf 接口中的 time, chance, runType, interval 字段
- 新增技能ID 6207-6216,提供全体攻击/生命增益效果
- 新增BuffID 1001-1005(攻击提升)和1101-1105(生命上限提升)
- 保持现有技能配置结构,仅扩展数据内容
2026-03-19 21:02:37 +08:00
walkpan
016b501e9a refactor(game): 重构技能配置,移除目标类型枚举并重新组织技能数据
- 删除 TType 枚举及其在 SkillConfig 接口中的引用
- 重新编号并归类技能数据,新增单体、群体、辅助和怪物技能分类
- 为部分技能添加暴击、冰冻、击退等属性字段
- 更新技能描述以反映实际效果
2026-03-19 20:49:18 +08:00
walkpan
3c51db64fa fix(技能系统): 修复远程技能目标选择逻辑,优先攻击最前方敌人
引入 DTType 判断,当技能为远程类型时,通过 findFrontEnemyInRange 方法筛选范围内最前方的敌人作为目标,而非最近的敌人。这确保了远程单位能正确攻击阵型前端的敌人,符合游戏战斗逻辑。
2026-03-19 20:48:15 +08:00
walkpan
916c82e936 fix(技能): 修正友方技能目标选择逻辑
- 修正 TGroup.Ally 枚举的注释描述,明确包含自身
- 将 Self 目标类型从友方技能判断中分离,新增 isSelfSkill 方法
- 为 Ally 类型添加 collectFriendlyTargetEids 方法以正确收集友方目标(可选包含自身)
- 修复之前 Ally 技能错误地仅以自身为目标的问题
2026-03-19 20:01:27 +08:00
walkpan
4c29d6942a fix(技能): 修复治疗技能未正确触发目标生命值显示的问题
修改 HeroAttrsComp.add_hp 方法使其返回实际治疗值,并在 SCastSystem 中调用目标 health 方法更新显示
2026-03-19 19:38:56 +08:00
walkpan
a08cca9cc3 feat: 添加冰冻效果并移除调试组件
- 在 GameSet 中添加冰冻时间常量 FROST_TIME
- 在 HeroAttrsComp 中新增 toFrost 方法用于处理冰冻状态
- 在 HeroAtkSystem 中增加冰冻判定,命中时触发冰冻效果并显示冰冻特效
- 简化 HeroViewComp 中的冰冻特效方法,移除眩晕特效方法
- 删除调试用的 HSkillComp 组件及其 meta 文件
- 调整 HeroBuffSystem 的计时器间隔,使冰冻状态更平滑地递减
2026-03-19 19:08:50 +08:00
walkpan
08fbb72d19 refactor: 移除未使用的眩晕、减速和穿刺伤害属性
清理技能和英雄属性相关的未使用代码,包括:
- 移除 HSkillComp 中的 stun_chance、slow_chance 和 puncture_dmg 默认值
- 删除 SkillSet 接口中的 stn 和 slw 字段
- 精简 HeroAttrs 枚举,移除 critical_dmg、stun_chance、slow_chance、puncture_dmg 等未使用属性
- 简化 HeroAttrsComp 类中的属性定义和注释

这些属性在当前游戏逻辑中未被使用,移除以减少代码复杂性和维护负担。
2026-03-19 18:58:19 +08:00
walkpan
50936dce1d refactor(技能/英雄): 重构移动结束检测和冰冻状态逻辑
- 移除移动结束类型中的距离结束检测,仅保留碰撞结束
- 删除 HeroViewComp 中未使用的 mp_add 和 playIntervalEffect 方法
- 简化 HeroAttrsComp 中冰冻状态判断逻辑,移除 in_frost 字段
- 在 HeroBuffSystem 中添加定时器自动减少冰冻剩余时间
2026-03-19 18:49:19 +08:00
walkpan
1bb2d6072e refactor: 移除眩晕机制并简化buff系统
- 删除眩晕相关属性、状态检查及动画触发
- 移除BType枚举,简化BuffConf结构,所有buff改为固定值类型
- 清理未使用的导入和配置项,包括debuffs数组和多个英雄属性
- 简化暴击伤害计算,移除施法者暴击伤害加成
- 重构冰冻状态检查逻辑,添加frost_end_time字段
2026-03-19 18:43:02 +08:00
panw
a58dc818ee refactor(hero): 移除复杂的buff系统并简化属性管理
- 删除Buff/Debuff状态管理相关的接口和数据结构
- 简化addBuff方法,直接应用属性变化而不处理buff生命周期
- 移除Interval、Timed、Permanent等buff类型的处理逻辑
- 简化属性应用逻辑,仅支持AP、HP_MAX、SHIELD_MAX三种属性
- 删除HeroBuffSystem中的buff更新逻辑,系统现在为空实现
- 移除状态检查的复杂逻辑,isStun和isFrost直接返回false
2026-03-19 17:10:37 +08:00
panw
e2cac41753 fix: 调整英雄碰撞体积和技能配置以修复命中判定
- 统一多个英雄prefab的碰撞宽度从60改为30,优化碰撞检测
- 调整hz1英雄的_contentSize高度从10改为100,修正显示问题
- 修改atk_s1、atk_s4、atk_f2技能prefab的激活状态和碰撞器启用状态
- 移除EType枚举中的distanceEnd类型,将技能6001的消失类型改为collision
- 启用物理系统调试绘制,便于开发调试
- 调整atk_f2技能的攻击范围和锚点位置,优化技能表现
2026-03-19 16:08:07 +08:00
panw
a2e3dd4924 fix: 修复BOSS技能配置错误并优化血条震动逻辑
- 将BOSS(兽人首领)的技能从[6001,6003]更正为[6002,6004],以匹配设计意图
- 重构血条震动逻辑,将震动目标从hp子节点改为顶层top节点,提升稳定性
- 在组件销毁时增加对top节点缓动的清理,避免残留动画
2026-03-19 15:22:59 +08:00
panw
b90b688289 fix: 调整英雄mo4预制件的节点位置
调整英雄mo4预制件中两个子节点的Y轴位置,以修正视觉对齐问题。
2026-03-19 15:09:22 +08:00
panw
14dbc425a5 fix: 调整技能特效缩放并修正准备动画引用
- 将 reds.prefab 和 blues.prefab 的 _lscale 从 (1,1,1) 调整为 (0.7,0.7,1)
- 修正 SkillSet.ts 中技能 6003 和 6008 的 readyAnm 配置,确保引用正确的特效资源
2026-03-19 14:58:02 +08:00
panw
0f6ab4a775 refactor(skill): 优化特效生命周期管理并添加新动画
- 移除 timedCom 组件中未使用的 cd 和 ap 属性
- 重命名 dead 组件为 oneCom 并重构动画结束销毁逻辑,避免内存泄漏
- 为部分技能添加准备动画(readyAnm)配置
- 新增 uplv 升级动画特效预制体
- 统一特效生成接口,支持基于动画结束或定时销毁两种模式
- 清理 HeroViewComp 中未使用的导入和方法
2026-03-19 14:40:51 +08:00
panw
2a4a9cbe3f fix: 调整多个英雄预制体的缩放和位置参数
- 统一调整多个英雄的局部缩放(_lscale)参数,使英雄模型显示更协调
- 修正英雄位置偏移量,确保英雄在场景中正确对齐
- 调整mo4英雄的碰撞框尺寸,避免与其他元素重叠
2026-03-19 11:00:18 +08:00
panw
eca312ad16 fix(技能动画): 修复技能"光箭"的动画触发和播放冲突
- 将技能配置中的动作类型从"atk"改为"max",以匹配英雄动画组件的逻辑
- 在动画组件中添加通用的`play`方法,并统一检查"max0"和"max1"动画的播放状态
- 防止多个动画同时播放导致的冲突问题
2026-03-19 10:42:01 +08:00
panw
3dc5b9b48d feat(animation): 更新英雄攻击动画并移除默认剪辑
- 将 ha1 和 mo2 英雄的 atk2/atk1 动画重命名为 atk0
- 提高动画采样率从 15/20 到 30,缩短持续时间至 0.667 秒
- 更新动画元数据 UUID 以匹配新资源
- 在 prefab 中移除 _defaultClip 引用,避免默认动画冲突
2026-03-19 10:40:08 +08:00
panw
b6efcdf794 refactor(skill): 移除未使用的rePos方法并实现贝塞尔移动逻辑
- 删除SMoveDataComp中未使用的rePos方法以简化代码
- 在SMoveSystem中为贝塞尔移动类型实现完整的坐标计算逻辑
- 添加resolveBezierFinalXByHorizon方法计算水平线上的最终X坐标
2026-03-19 10:19:55 +08:00
panw
7415626395 fix(SMoveSystem): 修复线性移动的起始与目标位置计算错误
修正线性移动类型中位置调整逻辑,现在正确基于 startPos 和 targetPos 应用 atk_x 和 atk_y 偏移量,而非错误地使用 node.position。同时确保水平移动开关能正确对齐起始与目标的 Y 轴坐标。
2026-03-19 10:18:47 +08:00
panw
a79ca46b3d fix(技能系统): 修复敌方技能施放目标位置计算
添加目标节点存在性检查,防止空引用
重构敌方目标位置计算逻辑,确保在施放范围内
2026-03-19 09:57:26 +08:00
panw
33d88b2884 fix(skill): 修复技能碰撞检测中的空实体引用问题
在 SkillView 的 onBeginContact 方法中调整了防御性检查的顺序,确保在访问 targetView.ent 前先验证其存在性,避免潜在的运行时错误。同时将技能 6001 的 EType 从 collision 改为 distanceEnd 以修正其结束判定逻辑。
2026-03-19 09:45:46 +08:00
panw
8302515cf1 fix(英雄): 调整近战最小攻击距离并修复攻击动画循环
- 将 meleeMinEnemyDistanceX 从 80 减少到 60,优化近战英雄攻击距离判定
- 在 HeroAnmComp 中添加 _atkIndex 变量,实现 atk0、atk1、atk2 攻击动画的循环播放
2026-03-19 09:43:53 +08:00
panw
2d0e5e3ed6 feat(skill): 调整多个技能的攻击偏移和动画帧率
将多个技能预制体的 atk_y 从 30 调整为 15,以优化攻击判定位置。
将 fire_wall 技能的 atk_x 和 atk_y 归零。
更新英雄 ha1 的 atk1 动画,帧率从 15 提升至 30,并重命名为 atk0。
2026-03-19 09:24:00 +08:00
panw
ae39b8e861 fix(英雄视图): 修复血条进度计算并优化显示逻辑
- 添加对 hp_max 为 0 的防护,避免除零错误
- 使用 clamp 确保进度值在 0 到 1 之间
- 仅在血条减少时激活顶栏和播放抖动动画
- 血条增加时自动降低顶栏透明度
2026-03-19 09:22:41 +08:00
panw
1522e93585 feat: 为英雄和怪物添加下落入场动画
- 在 MissionHeroComp 和 MissionMonComp 中定义下落高度常量
- 修改英雄和怪物的加载方法,接受目标落地高度参数
- 使用 Tween 实现平滑下落动画,下落距离越大持续时间越长
- 下落期间禁用移动和碰撞器,落地后恢复
- 为怪物添加随机下落高度偏移,减轻重叠感
2026-03-19 09:11:11 +08:00
panw
a20e5db00b fix: 调整英雄和怪物的初始X坐标位置
将英雄初始位置X坐标从-360改为-320,怪物初始位置X坐标从360改为320,使双方起始位置更对称。
移除怪物生成时的横向错列计算,统一使用新的初始X坐标,简化生成逻辑。
2026-03-19 09:05:58 +08:00
panw
cb7ba99f8a fix: 调整英雄和地图资源的缩放、位置和类型属性
- 修复地图资源 `map_rpg.prefab` 中的 `_type` 属性值
- 调整英雄 `hk1`、`mo1`、`ha1` 的缩放比例和位置,以优化视觉表现和碰撞框
- 在 `ha1` 中停用了一个节点并更新了内部引用ID
2026-03-19 08:58:22 +08:00
walkpan
8a55f7433b fix(英雄): 调整英雄模型缩放、血条位置和颜色,优化顶部UI布局
- 调整多个英雄模型(mo1、mo2、ha1、hc1、hh1、hm1、hz1、hm2、mo3、hk1、mo4)的缩放比例(x轴从1改为0.7-0.8)和血条位置(y轴坐标)
- 为英雄阵营单位设置绿色血条(#2ECC71)以区分阵营
- 禁用物理调试绘制以提升性能
- 优化顶部UI(top.prefab)的布局:调整位置、缩放、尺寸,使血条和能量条更紧凑
- 调整hm2英雄的碰撞框尺寸和位置
- 移除mo3和hk1英雄中不必要的UI元素覆盖
- 为mo4英雄添加骷髅图标并调整顶部UI位置和缩放
2026-03-18 22:53:49 +08:00
walkpan
b2595cd1b4 feat(英雄): 优化血条和冷却UI表现
- 移除血条2秒自动隐藏逻辑,改为常显并根据血量状态调整透明度
- 新增血条受击抖动效果,提升打击感
- 增加技能冷却进度条显示功能
- 统一血条激活状态管理,通过透明度变化区分活跃/空闲状态
- 修复复活后血条显示异常问题
2026-03-18 22:53:29 +08:00
walkpan
53b1cf2734 fix(战斗): 调整近战英雄追击逻辑和攻击范围
- 禁用 atk_s1.prefab 中的某个节点以避免干扰
- 增加近战攻击范围的高度从 100 到 150
- 添加 meleeOvertakeSpeedGap 常量用于控制追击速度差阈值
- 实现 shouldAllowMeleeOvertake 方法,允许高速近战英雄在特定条件下超越同优先级盟友
- 条件包括:双方均为近战、优先级相同、速度足够快、盟友未进入攻击准备状态且仍在前进中
2026-03-18 20:42:30 +08:00
walkpan
ebba7a4803 fix(战斗): 调整近战攻击逻辑与攻击动画配置
- 将技能 6001 的触发类型改为碰撞检测,提高命中准确性
- 优化近战攻击距离计算,使用配置值并增加最小距离限制
- 移除攻击动画中的多余事件,缩短动画时长
- 调整攻击预制体的碰撞体尺寸和位置,使其与实际攻击范围匹配
- 简化远程英雄战斗逻辑,移除不必要的距离判断
2026-03-18 20:36:36 +08:00
panw
10aa8cfba4 feat(关卡): 将Boss刷新机制改为基于时间轴
将Boss刷新从固定周期改为基于时间轴配置,支持在特定时间点生成多个Boss
2026-03-18 17:08:53 +08:00
panw
035066752c fix: 收敛战斗内存增长并强化战斗结束清理 2026-03-18 16:46:52 +08:00
panw
56227d8f3f fix: 修复Boss渲染层级错误,确保Boss始终显示在最前
Boss单位在渲染排序时未获得足够高的优先级,导致可能被其他单位遮挡。
现在为Boss单位添加专门的渲染优先级字段(bossPriority),并在排序时作为第一排序条件。
同时为Boss的spawnOrder添加偏移量,确保同优先级内Boss保持正确的生成顺序。
2026-03-18 16:22:50 +08:00
panw
eceabdc65a refactor(hero): 简化伤害队列和动画处理逻辑
移除伤害队列中的冗余字段,将受击动画播放移至伤害触发时统一处理,提高代码可维护性并消除重复逻辑。
2026-03-18 16:15:37 +08:00
panw
b17ec3695e feat(英雄技能): 添加技能前摇与后摇动画支持
- 在 SCastSystem 中调用 playReady 播放技能前摇动画
- 在 HeroAtkSystem 中调用 playEnd 播放技能后摇动画
- 将 playSkillEffect 重构为 playSkillAnm 以播放角色攻击动画
- 修复 HeroViewComp 中 playReady 方法名拼写错误
2026-03-18 15:17:25 +08:00
panw
cc1ca2f18b refactor(技能系统): 重构施放系统以支持位置目标和实体ID目标
- 将技能目标从 HeroViewComp 数组改为位置向量和实体ID数组的组合
- 移除对 oops 框架和 GameEvent 的依赖,改为直接处理技能效果
- 新增 resolveFriendlyTargets 方法用于解析友方目标实体
- 新增 hasCastTarget 方法统一检查施放目标有效性
- 简化 applyPrimaryEffect 方法,分离伤害技能和增益技能的处理逻辑
2026-03-18 14:57:09 +08:00
panw
ee16c228ec fix: 移除技能配置中已弃用的穿刺次数字段
移除 SkillConfig 接口中的 pct 字段及相关计算逻辑,该字段已不再使用。
更新 max_hit_count 的计算,直接使用 cAttrsComp.puncture 替代之前包含 addPct 的 totalPuncture。
2026-03-18 14:19:54 +08:00
panw
eff4154ba3 perf: 增加技能对象池最大容量并优化伤害日志
将技能对象池最大容量从64提升至128,以支持更多并发技能实例。
将技能6008的结束类型从动画结束改为碰撞检测,提高准确性。
移除伤害计算中不必要的施法者属性获取和击杀计数更新,简化日志输出。
2026-03-18 10:37:25 +08:00
panw
e059c97670 refactor(skill): 移除未使用的caster引用以简化技能数据
清理SDataCom中未使用的caster属性及相关代码,减少内存占用并提升代码清晰度。技能逻辑仅依赖casterEid进行实体识别,移除冗余引用可避免潜在循环引用问题。
2026-03-18 10:22:12 +08:00
panw
d2fbac11cd feat(技能): 为技能配置添加额外属性字段并应用到技能实例
在 SkillConfig 接口中新增暴击率、冰冻概率等六个可选属性字段,用于技能配置时提供额外加成。
在 Skill 类中,读取这些配置字段并累加到施法者基础属性上,影响技能的实际效果。
2026-03-18 10:13:50 +08:00
panw
eb4e544363 fix(战斗): 调整射手技能和近战走位逻辑
- 将射手英雄的技能从[6005,6006]改为[6005,6008]
- 调整技能6005、6006的hit_count从2和3统一为1,提高技能6008的hit_count从1到6
- 优化近战单位的走位逻辑,增加攻击准备锁定和通过阈值判断,调整盟友重叠间距和位移释放距离
2026-03-18 09:57:21 +08:00
panw
941fb50ce2 feat(刷怪): 增加场上怪物数量上限控制机制
- 新增 `maxMonsterCount` 和 `resumeMonsterCount` 属性配置怪物数量阈值
- 添加 `stop_spawn_mon` 状态控制刷怪暂停与恢复
- 实现 `syncMonsterSpawnState` 方法周期性同步怪物数量并自动管理刷怪状态
- 在战斗准备时重置刷怪状态,确保每局开始时刷怪正常
2026-03-18 09:26:47 +08:00
panw
08af676c84 fix(移动): 优化盟友间距计算以允许目标重叠
引入 allyOverlapSpacingX 和 displacementReleaseX 常量,在特定条件下允许盟友目标位置重叠。
当盟友已被显著位移且自身需要前进时,使用更小的间距,避免不必要的移动阻塞。
2026-03-18 09:22:46 +08:00
walkpan
d91f32942e fix: 启用语言包路径配置以正确加载本地化资源 2026-03-18 08:05:11 +08:00
panw
5d25567b89 fix(战斗): 修正近战英雄的攻击逻辑和技能配置
- 将兽人召唤师、祭司、图腾师的类型从远程改为近战,以匹配其实际战斗行为
- 修复空挥技能的错误动画名称引用
- 重构SCastSystem的目标选择逻辑,移除冗余的combat_target处理
- 简化敌人查找逻辑,直接根据攻击范围寻找最近目标
2026-03-17 17:00:21 +08:00
panw
20aa067c9c fix(战斗): 修复英雄移动和施法逻辑
- 移动系统现在会在需要保持距离时也执行移动,避免过于靠近敌人
- 施法系统重构目标选择逻辑,确保在射程内寻找最近敌人
- 添加近战施法距离常量,根据英雄类型动态计算最大施法范围
- 移除不必要的攻击状态检查,优化施法条件判断
2026-03-17 17:00:01 +08:00
panw
f713a82a2d feat(肉鸽): 实现动态难度和配置化刷怪系统
- 新增 RogueConfig 配置文件,定义怪物类型、成长曲线和刷新参数
- 重构 MissionMonComp 刷怪逻辑,支持普通怪、Boss 和特殊队列三种生成方式
- 引入阶段成长机制,怪物属性随游戏时间动态增强
- 添加随机成长类型,使同阶段怪物属性具有差异性
- 支持外部事件插队刷怪,用于运营活动和技能召唤等场景
2026-03-17 16:04:09 +08:00
panw
8505522c7e refactor(game): 简化怪物生成逻辑并移除肉鸽配置
- 移除 RogueConfig 及相关动态成长系统
- 简化 Monster.load() 方法参数,直接使用 heroSet 配置
- 移除 MissionMonComp 中的波次生成逻辑和特殊队列
- 清理 MissionComp 中与肉鸽相关的特殊刷怪检查
- 调整 heroSet 配置,移除 buff 字段并统一技能
- 更新技能配置,增加更多攻击特效
2026-03-17 15:59:44 +08:00
panw
8667656e48 fix: 修正英雄移动逻辑中距离判断条件
将原条件 `dist < minRange` 改为 `dist >= minRange`,并与阵型移动需求结合。原逻辑在距离过近时也会触发移动,导致英雄可能无法保持在有效攻击范围内。新逻辑确保仅在距离足够且需要调整阵型位置时才移动。
2026-03-17 14:57:07 +08:00
panw
8dc3bccbd8 fix(战斗): 调整攻击技能碰撞区域与移动逻辑
- 统一四个攻击技能的碰撞框宽度从100增加至150,并调整偏移量
- 移除移动系统中保持距离的逻辑,仅在超出最小范围且需要调整阵型时移动
- 为atk_s3和atk_s4技能添加debugMode字段
2026-03-17 11:03:48 +08:00
panw
2a842f533e feat(skill): 新增buff背景动画并调整箭矢技能资源
- 新增buff_bg.prefab及其动画资源,用于技能buff背景效果
- 新增arrow_big_yellow.prefab及其动画资源,添加黄色大箭矢技能
- 调整红、蓝、绿箭矢prefab的碰撞框尺寸(70×20→60×30)
- 为atk_s2.prefab添加spriteFrame并启用debugMode
- 更新SkillSet配置,调整基础技能对应的动画资源
- 优化atk02.anim和atk03.anim动画时长,移除冗余帧
- 重构箭矢动画文件结构,将atk_arrow_*重命名为arrow_*并更新引用
- 在ha1.prefab中集成buff_bg作为子节点
2026-03-17 10:26:14 +08:00
walkpan
6db34940f4 feat(skill): 更新技能资源并调整攻击特效
- 替换部分技能图标和动画资源
- 新增多个技能攻击特效预制体(ball_forst、ball_gquan等)
- 移除旧的技能攻击特效(ball_water、ball_sred等)
- 调整现有攻击特效的尺寸、位置和动画参数
- 为部分攻击特效添加调试模式开关
- 优化箭矢攻击特效的尺寸和透明度设置
2026-03-17 00:03:07 +08:00
walkpan
1b8c69a745 chore: 移除未使用的技能相关组件和文件
清理技能模块中未使用的ECS组件、视图层文件及其元数据文件,包括Ready、EndView、ReadyCom、ReadyView和STagComps。同时简化SCastSystem的注释,删除过时的设计理念说明。
2026-03-16 20:56:04 +08:00
walkpan
e91f0e37b7 chore: 清理不再使用的设计文档和元数据文件
移除 assets/script/ 目录下不再使用的设计文档(.md)及其对应的元数据文件(.meta)。
这些文件包括游戏设计文档、技能扩展设计、天赋系统开发计划等,已不再需要维护。
2026-03-16 20:35:21 +08:00
walkpan
f63f5c6656 feat(战斗): 优化自动施法目标选择逻辑
- 在 HeroAttrsComp 中新增 combat_target_eid 和 enemy_in_cast_range 字段,用于跟踪当前战斗目标
- 修改 MoveSystem 在移动时同步更新战斗目标状态,并清理无效目标
- 重构 SCastSystem 的自动施法逻辑,优先使用已锁定的战斗目标而非重新搜索
- 调整技能 6005 和 6006 的 hit_count 参数,分别改为 2 和 3 次打击
- 为友方技能施法添加事件派发机制,通知其他系统技能释放
2026-03-16 20:30:28 +08:00
walkpan
ae3231156d fix(技能): 修正技能目标筛选和触发类型配置
- 移除未使用的反伤技能配置 (5000)
- 交换技能 6001 和 6002 的 EType 配置 (animationEnd/collision),使空挥技能在动画结束时触发,电击技能在碰撞时触发
- 将绿箭 (6006) 和红箭 (6007) 的 EType 从 animationEnd 改为 collision,使其在碰撞时触发
- 重构 SCastSystem 的目标查找逻辑,将候选目标收集与筛选分离,提高性能并修复可能的目标查找错误
2026-03-16 19:43:11 +08:00
walkpan
a634b33f6b refactor(技能系统): 移除未使用属性并优化目标选择逻辑
- 移除 Skill.ts 中未使用的 wfuny 属性赋值
- 将 SCastSystem 中的目标选择逻辑重构为统一方法
- 在施放技能前增加目标有效性检查,避免无效操作
- 移除 HeroAtkSystem 中未使用的导入和接口字段
- 调整 SkillSet 中技能 6008 的 ready 参数值
2026-03-16 19:33:24 +08:00
panw
5d24dbff29 perf: 优化战斗系统内存与性能,增加对象池限制与内存监控面板
- 为Skill和Monster对象池添加最大容量限制(64/24),防止内存泄漏
- 实现DamageQueueComp的环形队列优化,减少数组操作开销
- 在MissionComp中添加内存监控面板,实时显示堆内存、实体数量、对象池状态
- 优化MoveSystem的渲染排序性能,缓存查询结果减少GC压力
- 调整角色控制器UI位置与样式,关闭调试日志减少性能开销
- 战斗结束时自动清理对象池,确保内存可回收
2026-03-16 18:49:43 +08:00
panw
fb7b10b7e1 fix(hero): 防止移动组件在特定情况下反向移动
在计算新位置后添加方向检查,确保英雄不会朝与输入方向相反的方向移动,避免可能的卡顿或位置异常。
2026-03-16 16:08:04 +08:00
panw
95edd6fd6d refactor: 简化攻击距离与职业类型系统
- 移除 SkillRange 枚举和 SkillDisVal 常量,统一使用 HType 表示攻击距离
- 删除 heroInfo 中的 rangeType 字段,直接使用 type 字段
- 更新英雄配置,将职业类型简化为近战、中程、远程三类
- 移除怪物属性中的 mp 和 def 字段,简化属性计算
- 更新移动和技能距离计算逻辑,直接使用 HType 判断
2026-03-16 15:54:49 +08:00
panw
11e6f49479 refactor(战斗): 重构英雄阵型位置计算逻辑
- 将阵型位置计算提取到公共配置模块,定义 FormationPointX 映射
- 新增 resolveRangeTypeByHeroType 函数根据英雄类型解析默认攻击范围
- 新增 resolveFormationTargetX 函数统一计算英雄阵型目标X坐标
- 在 Hero 和 MoveSystem 中复用新的阵型计算函数,消除重复逻辑
- 优化远程英雄战斗逻辑,使其能根据阵型位置和攻击范围动态调整站位
2026-03-16 15:46:28 +08:00
panw
acaa6125c2 feat(移动): 根据战斗优先级调整同阵营英雄的横向间距
在clampXByAllies方法中增加战斗优先级判断,高优先级英雄不会因低优先级盟友而调整横向位置。新增getCombatPriority方法根据英雄类型和射程类型计算优先级,近战>中程>远程。
2026-03-16 15:20:50 +08:00
panw
4171865efb fix(移动系统): 修正近战攻击距离和友军间距逻辑
- 将 `minSpacingX` 拆分为 `meleeAttackRange` 和 `allySpacingX`,明确区分攻击范围和友军间距
- 在 `moveEntity` 方法中添加 `stopAtX` 参数,确保英雄在攻击范围内停止移动
- 新增 `clampXByAllies` 方法,防止友军单位在移动时相互重叠
- 更新 `hasAnyActorTooClose` 方法使用新的 `allySpacingX` 常量
2026-03-16 14:49:17 +08:00
panw
662ae9a6c9 refactor(英雄移动): 简化移动逻辑并统一渲染排序
- 移除 HeroMove.ts.meta 和 MonMove.ts.meta 文件
- 将所有英雄和怪物节点统一挂载到 HERO 父节点下,不再使用多行(LINE1-4)布局
- 简化 MoveSystem 中的 Y 轴位置计算,直接使用 baseY
- 重构渲染排序逻辑,基于阵营和位置计算前后顺序
- 移除过时的线路切换和碰撞检测逻辑
2026-03-16 14:39:57 +08:00
panw
b53741ffeb refactor(game): 移除HeroMove与MonMove组件,合并移动逻辑
HeroMove与MonMove组件功能高度重复,导致代码冗余和维护困难。移除这两个组件,将英雄和怪物的移动逻辑统一到新的移动系统中,提高代码复用性和可维护性。
2026-03-16 14:21:10 +08:00
panw
5a630b4de5 refactor(skill): 重构碰撞上限处理与伤害派发逻辑
- 将碰撞上限处理抽离为独立的 handle_collision_limit 方法
- 移除 apply_damage 方法中冗余的销毁逻辑,使职责更清晰
- 优化注释以更准确描述组件职责与关键逻辑
- 添加生命周期保护标记,避免销毁阶段重复处理
2026-03-16 11:40:38 +08:00
panw
4db8788589 fix(SkillView): 提前检查命中次数并立即关闭碰撞器
在碰撞检测开始时立即检查命中次数,达到上限后立即关闭碰撞器并返回,避免后续不必要的逻辑执行。同时移除后续重复的命中次数检查和关闭碰撞器逻辑,简化代码结构。
2026-03-16 10:15:03 +08:00
panw
d4eeedb2f6 refactor(skill): 重构命中次数计算逻辑,移除冗余字段
- 将命中次数计算从 SkillView 移至 Skill 初始化,统一计算逻辑
- 移除 SkillConfig 接口中的 hit 字段,使用 hit_count 统一表示可命中次数
- 更新注释说明,hit_count 表示可命中次数而非攻击目标数量
- 清理 SkillView 中冗余的命中次数初始化代码
- 调整技能配置数据,移除所有 hit 字段值
2026-03-16 10:08:54 +08:00
panw
4e393b48b9 refactor(skill): 重构技能命中次数管理逻辑
- 在 SDataCom 组件中添加 max_hit_count 字段,用于存储最大可命中次数
- 移除 SkillView 中基于攻击帧的计数逻辑,改为使用 sData.max_hit_count 管理
- 在技能初始化时计算 max_hit_count(基础命中数 + 穿刺属性)
- 更新技能配置注释,将 hit_num 重命名为 hit_count 以保持命名一致性
2026-03-16 09:33:57 +08:00
panw
5634b49fee fix(技能): 修复瞬时技能碰撞检测关闭时机
移除基于 pendingClose 的延迟关闭逻辑,改为在攻击帧中立即调度关闭碰撞检测。
这避免了同一帧内对同一目标造成多次伤害的问题,并简化了时间类型技能的处理逻辑。
2026-03-16 09:10:03 +08:00
walkpan
dbdd29f0ff fix(技能): 确保技能持续时间至少为1帧并添加攻击间隔
将技能总时间的最小值从0改为1,避免除零错误。新增hitInterval字段控制攻击间隔,默认至少0.5秒。在STimeSystem中添加周期性攻击逻辑,通过pendingClose标志管理碰撞器状态。
2026-03-15 23:38:29 +08:00
walkpan
518591468c feat(skill): 为技能系统添加基于时间的结束条件支持
- 在 SkillConfig 接口中新增可选的 time 字段,用于配置持续时间
- 在 Skill 实体初始化时,根据 EType.timeEnd 类型添加或移除时间组件
- 新增 StimeDataComp 组件存储技能时间数据
- 新增 STimeSystem 系统处理技能时间更新逻辑,实现定时销毁技能
2026-03-15 23:11:52 +08:00
walkpan
9c21ab748e feat(skill): 优化技能碰撞检测逻辑并添加移动数据组件
- 新增 StimeDataComp 组件用于存储技能移动相关数据
- 修改 SMoveSystem 中距离结束和碰撞结束时的销毁逻辑,增加关闭碰撞体操作
- 重构 SkillView 的碰撞检测启用逻辑,提取为 enable_collider_safely 方法确保安全性
- 修复攻击帧事件中碰撞检测的启用条件,避免无效操作
2026-03-15 23:02:24 +08:00
walkpan
ad9799d938 fix(skill): 修复火焰击技能碰撞检测和消失逻辑
调整技能 atk_f2 的预制体位置、缩放和尺寸,以匹配新的碰撞体设置。
将技能 6004(火焰击)的 hit_num 从 1 改为 6,允许多次命中。
在 SkillView 中优化碰撞检测逻辑,增加 isDisposing 状态防止销毁后误触发。
修复 close_collider 方法的逻辑,确保碰撞体能立即关闭。
为 EType 枚举添加详细注释,明确其职责。
2026-03-15 22:25:51 +08:00
walkpan
0b85345369 fix: 修复移动系统中过近检测忽略敌对阵营的问题
调整hasAnyActorTooClose方法,在判断其他角色是否过近时,增加阵营校验逻辑,确保只检测同阵营角色,避免误判敌对角色位置。
2026-03-15 22:00:48 +08:00
walkpan
8af04d61e0 fix(战斗): 移除近战单位后撤逻辑并调整远程单位攻击距离
- 移除所有单位类型在距离过近时的后撤行为,简化移动逻辑
- 远程单位现在只在距离过远时前进,不再因过近而后撤
- 调整远程单位长距离攻击的起始位置从240增加到300
- 保持战斗系统的核心行为不变,仅优化移动决策逻辑
2026-03-15 21:54:03 +08:00
walkpan
426fcec5c4 fix(战斗): 修正近战攻击状态切换逻辑
在移动系统中,当英雄进入攻击范围时,应将 is_atking 设置为 true 以正确触发攻击状态。同时优化攻击范围计算,使用 minSpacingX 作为最大范围基准,并确保最小范围不超过最大范围减一,避免逻辑矛盾。
2026-03-15 21:47:15 +08:00
walkpan
4db3615e04 fix(移动): 增加角色间最小间距并调整技能距离数值
- 将相同位置检测阈值改为最小间距要求,防止角色重叠
- 当无法找到合适位置时返回null并停止移动
- 调整近战和中程技能的标准距离数值
- 移动目标位置时增加间距检查
2026-03-15 21:42:46 +08:00
walkpan
72fe6d3580 fix(hero): 调整移动系统y轴位置偏移值
将LINE2和LINE3的偏移量从15调整为30,并移除LINE4的配置,使英雄移动路径更符合设计需求
2026-03-15 19:41:38 +08:00
walkpan
d98e7aefca feat: 调整游戏界面布局和地平线高度
- 提升游戏地平线高度(GAME_LINE从-140改为-90),优化视觉体验
- 删除未使用的MissionGetsComp组件及相关资源文件
- 调整地图预制体中多个节点的Y坐标位置
- 修改角色控制器UI元素的位置、大小和间距
- 更新UI容器的高度和底部边距以适应新布局
2026-03-15 19:29:23 +08:00
walkpan
02565c372e fix(skill): 修复技能碰撞检测逻辑和组件初始化问题
- 在Skill.ts中确保节点激活并添加SkillView组件缺失的错误处理
- 修复SkillView中碰撞体启用/禁用逻辑,避免同一帧内重复触发伤害
- 增加pendingDisableCollider标志防止异步操作中的竞争条件
- 完善组件重置逻辑,正确清理事件监听和定时器
- 修复动画事件监听可能重复绑定的问题
2026-03-15 15:56:22 +08:00
walkpan
211f48b6aa feat: 启用物理调试绘制并调整技能配置与移动逻辑
- 启用PhysicsSystem2D的Aabb调试绘制以辅助碰撞检测
- 将射手英雄的技能由[6002,6100]更新为[6005,6006]
- 为SMoveComp添加isHorizontal属性,强制水平移动时保持Y坐标不变
- 技能施放延迟优先使用技能配置的ready值,提高配置灵活性
- 将技能6001和6005的结束类型由animationEnd改为collision,使伤害触发更精确
2026-03-15 13:03:34 +08:00
walkpan
69c55400ba fix(动画): 调整攻击动画的事件触发时机与参数
- 将 atk01.anim 的攻击事件从第 0.066 帧移至第 0 帧,确保攻击判定与动画起始同步
- 修正 hk1/atk0.anim 的动画名称并添加 onAtkEvent 触发事件
- 调整 atk04.anim 的帧率、时长与关键帧,使动画播放更流畅准确
2026-03-15 12:07:01 +08:00
walkpan
1ca77f1b76 chore: 更新技能图标资源文件 2026-03-15 11:41:15 +08:00
walkpan
219be7f6cd feat(skill): 新增多种攻击技能动画与配置
新增冰、火、水等元素的攻击技能动画(.anim)与预制体(.prefab),包括冰球、火球、水球、火墙及不同颜色的箭矢。同时更新技能配置表(SkillSet.ts),将原有技能ID 6002-6004重新命名为更具描述性的名称,并新增技能ID 6005-6008以对应新的技能资源。删除了旧版技能资源文件(b_arrow_* 和 m_water_ball_1)。
2026-03-14 23:39:57 +08:00
walkpan
7d0dc04d01 feat(card): 完善卡牌图标显示与锁定功能
- 为英雄卡牌添加动画图标显示,根据配置加载对应动画
- 修复锁定按钮显示逻辑,现在正确显示锁定/解锁状态
- 为技能、buff、英雄等卡牌类型添加图标解析功能
- 更新卡牌预制体,调整图标尺寸和锁定图标
- 删除未使用的动画资源文件
- 优化资源图集配置,调整精灵帧位置
2026-03-14 21:39:27 +08:00
walkpan
c7248fe32a feat(hero): 添加技能特效播放接口并优化英雄资源
- 在 HeroViewComp 中添加 palayBuff、palayReady、playEnd 方法用于播放技能特效
- 删除未使用的 buff 预制体(maxy、foot_jiasu)及其元数据
- 调整 heal 预制体的位置、尺寸和动画参数以优化显示效果
- 简化多个英雄预制体结构,移除嵌套的 up 节点以提升性能
- 更新 SkillSet 配置,为技能添加 readyAnm 和 endAnm 字段支持
2026-03-14 15:45:10 +08:00
walkpan
6de3a105da refactor(英雄系统): 移除主角特殊逻辑和怪物死亡处理
- 删除 HeroAttrsComp 中的 is_master 字段
- 简化 Hero.load() 方法签名,移除 is_master 和 is_friend 参数
- 移除 MissionComp 中的怪物死亡事件监听和奖励计算逻辑
- 移除 HeroViewComp 中主角复活时恢复怪物行动的逻辑
- 修改 HeroAtkSystem 中复活逻辑,不再区分主角
- 将 MissionHeroComp 中的 CallFriend 事件改为 CallHero,并清理事件监听
- 移除英雄死亡时停止怪物刷新的逻辑,简化阵营判断

这些更改旨在简化英雄系统架构,消除主角与普通英雄之间的特殊处理差异,使系统更加统一和可维护。怪物死亡奖励计算等逻辑被移至其他系统处理。
2026-03-14 13:20:02 +08:00
walkpan
2f1af99a1b feat: 添加卡牌使用组件并集成至卡牌系统
- 新增 CardUseComp 组件,用于处理卡牌使用逻辑和效果分发
- 在 CardComp 中集成 CardUseComp,卡牌使用时触发效果事件
- 修改 MissionCardComp,任务开始时自动发牌至槽位
- 更新预制体资源,修复卡牌 UI 节点引用
2026-03-14 13:07:26 +08:00
walkpan
4530f9e219 chore: 将 module.meta 重命名为 skills.meta
更新元数据文件名以更准确地反映其内容模块,便于维护和理解。
2026-03-14 10:52:11 +08:00
walkpan
b630a97f8b feat(ui): 添加卡槽自动布局并禁用角色控制器节点
- 在 CardComp 中新增 setSlotPosition 方法,支持动态设置卡槽位置
- 在 MissionCardComp 中实现 layoutCardSlots 方法,根据卡槽数量自动水平居中布局
- 在任务开始、抽卡等关键时机调用布局更新,确保卡槽位置正确
- 禁用角色控制器预制件中的节点,防止其干扰UI交互
2026-03-14 09:42:20 +08:00
walkpan
b32cea1c00 feat: 为卡牌组件添加拖拽使用动画并增强日志
- 为 CardComp 添加拖拽使用交互:上拉超过阈值触发使用,否则回弹
- 增加卡牌刷新、回弹、使用消失的 Tween 动画
- 在 MissionCardComp 和 CardComp 的关键节点添加调试日志
- 修复升级按钮在达到最大等级后隐藏升级提示的问题
- 优化卡牌使用和清槽时的动画与状态重置逻辑
2026-03-14 09:42:08 +08:00
walkpan
d0e824e93b feat(卡牌系统): 实现任务卡牌抽卡与锁定功能
- 新增 MissionCardComp 作为卡牌面板控制器,管理四个固定卡槽
- 实现抽卡按钮逻辑,根据卡池等级抽取并分发卡牌到四个槽位
- 实现卡池升级按钮,提升抽卡品质但不影响已锁定卡牌
- 新增 CardComp 作为单卡控制器,支持卡牌使用与槽位锁定功能
- 锁定状态下卡槽将跳过抽卡更新,保持原有卡牌
- 添加任务开始/结束时的卡槽清理与界面显隐控制
- 修复预制体字段缺失问题,补充 instance 和 targetOverrides 字段
2026-03-14 09:18:45 +08:00
walkpan
dbe376033d refactor: 移除未使用的代码并优化卡牌获取逻辑
- 删除 MissionCardComp 中未使用的接口定义和注释代码
- 移除 MissionComp 中未实现的英雄死亡、升级和复活相关事件处理
- 重构 CardSet 中的 getCardPoolByLv 和 getCardsByLv 方法,增加类型过滤和等级模式参数
- 清理 MissionComp 中的冗余代码和注释,简化局内数据初始化逻辑
2026-03-14 09:09:47 +08:00
walkpan
c8c3dde2e4 feat(card): 新增卡牌系统核心组件与配置
- 新增 CardComp 组件用于卡牌视图展示
- 新增 CardSet 配置文件,包含卡牌类型、种类枚举和完整卡池配置
- 重构 HSkillComp 组件,优化技能调试面板布局和交互逻辑
- 更新 MissionCardComp 组件,移除旧卡牌类型依赖
- 调整 GameSet 配置文件,移除 CardType 和 CardKind 枚举
- 更新卡牌预制体结构,优化 UI 布局和组件绑定
- 新增特殊卡牌效果系统,支持抽英雄和重复使用等特殊能力
- 实现卡牌按权重抽取算法和卡池等级管理机制
2026-03-13 23:15:21 +08:00
walkpan
45ba5b72f5 feat(gui): 新增英雄技能组件和按钮预制体
- 添加 HSkillComp 组件用于管理英雄技能界面
- 新增 Btn.prefab 按钮预制体资源
- 在 role_controller.prefab 中添加 heros 节点用于显示英雄界面
2026-03-13 18:32:18 +08:00
panw
ec91ccfa90 fix(game): 调整游戏地平线高度和移动系统位置参数
- 将游戏地平线从 -165 调整为 -140,以优化视觉表现
- 修改移动系统的Y轴位置偏移量,使角色移动更符合设计需求
- 更新地图预制体中的组件引用和布局配置
- 删除未使用的资源文件 mon.meta
2026-03-13 16:37:19 +08:00
walkpan
8d4ebcfdd8 feat(移动系统): 实现多线站位和防重叠机制
- 将移动边界配置从 min/max 改为 front/back 以支持双向移动逻辑
- 增加四条站位线(LINE1~LINE4)实现纵向分层站位
- 添加防重叠检测,防止同阵营单位位置冲突
- 调整游戏地平线高度和地图元素位置以适配新站位系统
- 禁用地图中多余的游戏对象以优化性能
2026-03-13 16:04:53 +08:00
walkpan
b12b421823 refactor: 合并英雄与怪物移动组件为通用 MoveComp
重构移动系统,将 HeroMoveComp 和 MonMoveComp 合并为通用的 MoveComp 组件,统一移动逻辑。
- 移除 HeroMasterComp 相关代码,简化实体查询
- 统一战斗范围计算和阵型回归逻辑
- 调整移动边界和撤退范围配置
- 优化敌人查找算法,提高性能
2026-03-13 15:54:12 +08:00
panw
5ab5a51752 docs(hero): 为 Buff 系统添加详细注释以阐明设计意图
- 为 ActiveBuffState 和 IntervalBuffState 接口添加功能描述
- 在 addBuff 方法中为不同 runType 的处理逻辑添加行内注释
- 补充 resolveRunType、normalizeBuffValue 等关键方法的优先级和转换规则说明
- 明确 collectIntervalEffectsBySystem 和 updateList 方法的职责边界
- 在 HeroBuffSystem 的 update 方法中标注执行步骤
- 为 applyIntervalEffect 方法添加执行入口说明
2026-03-13 10:58:38 +08:00
panw
887ba6064c feat(技能系统): 扩展Buff运行类型并修复治疗与护盾配置
- 扩展BuffRunType枚举,新增Permanent和Timed类型,明确区分永久、定时和间隔效果
- 在HeroAttrsComp中重构addBuff方法,根据配置智能解析运行类型
- 为治疗(10301)和护盾(10302)配置显式添加runType: Permanent,确保逻辑一致性
- 修复定时Buff的持续时间处理,避免time为0时使用默认值1
2026-03-13 10:41:47 +08:00
panw
3ee57a5711 refactor(英雄): 分离间隔效果的应用与视图更新逻辑
将间隔效果的处理逻辑从 HeroAttrsComp 中分离,改为由 HeroBuffSystem 统一收集并应用效果,同时触发 HeroViewComp 中的视觉反馈。这提高了关注点分离,使属性计算与视图更新解耦,便于维护和扩展新的间隔效果类型。
2026-03-13 10:37:27 +08:00
panw
d2418c03c8 feat(buff): 新增间隔触发型buff效果支持
- 在 SkillSet.ts 中添加 BuffRunType 枚举和 interval 配置字段
- 在 HeroAttrsComp 中实现间隔效果处理逻辑,支持持续治疗和流血等效果
- 新增 INTERVAL_EFFECTS 数组和 updateIntervalEffectsBySystem 方法来管理间隔触发
- 添加 10311(持续治疗)和 10312(流血)两个示例buff配置
2026-03-13 10:21:40 +08:00
panw
3b545e3bff fix(战斗): 修正护盾计算并重构技能效果处理
- 修复护盾计算错误,将百分比加成基数从 shield_max 改为 hp_max
- 增加护盾和最大护盾值的非负检查
- 引入 SkillKind 枚举明确技能类型,重构 SCastSystem 中的技能效果处理逻辑
- 将治疗和护盾效果从 Buff 系统剥离,直接作用于 HeroAttrsComp
- 清理未使用的导入和日志输出
2026-03-13 09:52:43 +08:00
panw
6170f47ca6 refactor: 重构技能系统并移除自动施法模块
- 删除 SACastSystem 及其 meta 文件,移除自动施法逻辑
- 重构 HeroAttrsComp 中的 Buff 处理逻辑,修复百分比计算问题
  - 将治疗和护盾 Buff 的 BType 从 VALUE 改为 RATIO
  - 添加 resolveBuffValue 方法正确计算基于最大生命值的百分比值
  - 修复 applyAttrChange 中 RATIO 类型的叠加逻辑
- 添加 HeroBuffSystem 系统,将 Buff 更新逻辑从 HeroAttrsComp 中分离
- 优化 SkillView 的销毁逻辑,避免直接调用 destroy 方法
  - 禁用碰撞体并设置节点为 inactive 状态
2026-03-13 09:52:16 +08:00
panw
d626a6e5c2 ui调整 2026-03-13 09:10:39 +08:00
walkpan
04a0cc70d4 ui 调整 2026-03-12 23:20:57 +08:00
panw
42a2f59377 fix(英雄属性): 护盾值变更时同步更新最大值
处理护盾属性变更时,确保当前值和最大值同时更新,避免护盾最大值未同步导致显示或计算异常。同时添加护盾值非负校验。
2026-03-12 22:07:37 +08:00
panw
5d83bd1516 refactor(skill): 将buff/debuff应用逻辑从SkillView移到SCastSystem
重构技能效果应用逻辑,将buff/debuff处理从SkillView的碰撞检测中移除,统一在SCastSystem中根据技能配置决定是否创建技能实体或直接应用支持效果。这样可以更清晰地分离伤害技能和支持技能的处理逻辑,避免在碰撞时重复应用效果。
2026-03-12 22:02:42 +08:00
panw
fac8d571c3 refactor(skill): 统一技能效果处理逻辑至 SkillView
移除 SCastSystem 中的 applySupportSkill 方法,将治疗、护盾、Buff/Debuff 效果统一在 SkillView 的碰撞逻辑中处理。同时删除 SkillConfig 中的 SType 枚举,改为通过 buffs 和 debuffs 列表配置效果。
2026-03-12 16:51:14 +08:00
panw
3ba33c5240 feat(技能): 增加基于目标类型的智能排序逻辑
扩展技能目标选择系统,支持根据 TType 配置选择不同优先级的目标。
新增 HighestAP(最高攻击力)目标类型,并在 SCastSystem 中实现排序算法:
- Frontline(默认):最近距离优先
- Backline:最远距离优先
- LowestHP:最低血量优先
- HighestHP:最高血量优先
- HighestAP:最高攻击力优先
同时更新所有技能配置,补充缺失的 TType 字段。
2026-03-12 16:27:16 +08:00
panw
d5e03d7856 refactor(skill): 移除技能配置中未使用的cd和t_num字段
清理技能配置接口和实现代码,删除已不再使用的冷却时间(cd)和目标数量(t_num)字段。
在SCastSystem中,将目标数量计算简化为固定使用最小值1,因为t_num字段已废弃。
同时移除SkillView中已注释掉的旧逻辑代码。
2026-03-12 16:27:01 +08:00
panw
876b3f9a30 refactor: 移除技能配置中的固定距离字段,改用动态计算
技能配置中不再硬编码 `dis` 距离字段,而是通过 `casterAttrs.getCachedMaxSkillDistance()` 动态获取英雄的最大技能距离。这提高了灵活性,使技能距离可以基于英雄属性动态变化。
2026-03-12 16:05:12 +08:00
panw
9d86be80c7 fix: 修复技能节点池逻辑并调整UI显示
- 修复技能节点池获取和回收时的有效性检查,避免无效节点
- 修复技能父节点查找逻辑,增加空值检查
- 调整卡牌UI的文本样式和宽度
- 启用SkillView调试日志以便问题排查
- 修复英雄后撤动画逻辑,取消注释
- 更新加载页面资源引用
2026-03-12 15:58:25 +08:00
panw
01bff64561 chore: 清理未使用的组件文件及更新预制体引用
- 删除多个未使用的组件文件及其meta文件,包括HeroAttrsSystem.ts、TalComp.ts、MGetComp.ts、HInfoComp.ts、SCDSystem.ts、HeroSkills.ts、MissionCardComp.ts、MissionGetsComp.ts、TalSet.ts、CardSet.ts
- 新增SCastSystem.ts组件文件
- 更新角色控制器预制体结构,修复节点引用问题
- 移除无效的组件绑定,优化界面节点层次结构
2026-03-12 10:08:14 +08:00
walkpan
5d09b3361e feat(battle): 重构技能施放与战斗距离系统
- 新增技能距离缓存机制,根据英雄类型动态计算最小和最大攻击范围
- 重构SCastSystem实现完整的技能施放逻辑,支持伤害、治疗、护盾和buff技能
- 在Hero和Monster初始化时调用updateSkillDistanceCache预计算技能距离
- 修改HeroMoveSystem和MonMoveSystem使用动态战斗范围,支持撤退逻辑
- 优化Skill实体创建,增加对象池支持
- 添加技能CD触发方法和状态检查方法
2026-03-12 09:13:28 +08:00
walkpan
ce2cd05ba9 refactor(英雄配置): 移除英雄配置中的mp和def属性
简化英雄属性配置,移除不再使用的法力值(mp)和防御力(def)属性
2026-03-11 23:24:31 +08:00
walkpan
87b21864b1 feat(hero): 添加自动施法系统,支持技能AI决策与执行
实现英雄技能自动施法系统,包含以下功能:
- 根据技能类型(伤害/治疗/护盾/Buff)自动检测可施放技能
- 支持多种AI策略,包括目标选择、距离检查和CD管理
- 提供手动施法接口,支持普通攻击、技能和必杀技
- 集成天赋系统,处理风怒、双技能等天赋效果
- 实现治疗、护盾和Buff技能的目标选择与效果应用
- 添加调试日志支持,便于系统行为追踪
2026-03-11 23:15:47 +08:00
walkpan
a544f65d73 refactor(战斗): 重构英雄与怪物属性系统,简化数据结构
- 移除 HeroSkillsComp 组件,将技能逻辑合并到 HeroAttrsComp
- 将属性从 Attrs 枚举映射改为 HeroAttrsComp 中的独立字段
- 为 HeroAttrsComp 添加攻击和技能冷却时间管理功能
- 统一英雄和怪物的属性初始化方式,简化配置数据
- 在 GameSet 中添加击退概率配置项
- 修复 SkillView 中属性名大小写错误
2026-03-11 23:13:21 +08:00
walkpan
9d6075be6e refactor(hero): 重构英雄属性与状态管理
- 将增益效果属性组移到武器进化属性后以优化结构
- 新增 in_stun 和 in_frost 状态标志替代 isStun/isFrost 方法
- 更新状态检查逻辑以使用新的状态标志
- 移除 HeroSkillsComp 依赖以简化移动系统
- 修改伤害计算直接使用 HeroAttrsComp 属性而非 Attrs 映射
- 简化暴击、击退等判定逻辑,移除闪避和抗性计算
- 优化 reset 方法,设置合理的默认值并重置新增状态标志
- 添加状态变化时的调试日志输出
2026-03-11 22:51:48 +08:00
walkpan
48769e699e refactor(game): 重构Buff系统并移除废弃代码
- 将Debuff枚举移至Attrs作为状态属性,统一Buff/Debuff处理逻辑
- 移除HeroViewComp中废弃的MP显示代码和三个设计文档文件
- 重构HeroAttrsComp的Buff系统,支持临时/永久增益、状态控制和属性修改
- 重构SkillSet配置,分离Buff定义为独立列表,简化技能配置
- 更新技能距离缓存逻辑,直接基于技能配置计算
2026-03-11 21:35:51 +08:00
walkpan
0ce299b0d8 refactor(英雄属性): 重构属性系统为扁平结构并移除技能组件
- 将 Attrs 枚举从数字索引改为字符串键值对,直接映射到 HeroAttrsComp 的字段
- 删除 HeroSkillsComp 组件,将攻击和技能计时器移至 HeroAttrsComp
- 移除复杂的属性类型映射和初始化函数,简化属性访问逻辑
- 更新 HeroViewComp 以直接使用模型字段而非通过 Attrs 枚举
- 重命名 NeAttrs 为 Debuff 并调整相关配置接口
2026-03-11 19:36:47 +08:00
walkpan
bbcee36dec refactor: 移除关卡奖励触发逻辑与经验计算
- 删除通过 getLevelRewardType 触发不同类型奖励事件的复杂逻辑
- 移除战斗后基于怪物UUID和等级的经验值计算
- 简化 call_cards 方法,使其为空实现
2026-03-11 19:12:06 +08:00
panw
8663ae80e5 feat(英雄属性): 扩展英雄属性组件以支持新游戏机制
新增攻击速度、技能速度、暴击、命中及多种特殊效果属性。
添加武器进化相关属性如穿刺和风怒。
在重置方法中初始化所有新增属性,确保状态一致性。
2026-03-11 18:08:01 +08:00
panw
350bbafcfb refactor(hero): 移除天赋系统和相关属性,简化英雄架构
- 删除 SCDSystem、HeroAttrSystem 等独立系统,将功能整合到现有组件
- 移除 TalComp 天赋组件及相关配置(TalSet、AttrSet、CardSet)
- 清理 HeroAttrs 中未使用的属性枚举,保留核心战斗属性
- 简化 Hero 实体创建逻辑,不再为主角挂载天赋组件
- 移除 SingletonModuleComp 中与天赋、经验、收集相关的数据管理
2026-03-11 17:32:29 +08:00
panw
b354c7ed9a ui 基本完成 ,现在开始编程 2026-03-11 16:01:31 +08:00
panw
5205e6cac4 Merge branch 'card' of ssh://dev.eoxnet.com:40086/pixelheros into card 2026-03-11 15:53:18 +08:00
panw
dcd5643036 ui 2026-03-11 15:53:14 +08:00
walkpan
51e23689bd ui 2026-03-11 15:52:45 +08:00
panw
7c4ce58b14 ui 2026-03-11 15:46:05 +08:00
walkpan
1255600b44 ui 2026-03-11 00:13:55 +08:00
panw
8c9553d371 ui 2026-03-10 17:26:15 +08:00
panw
8379dfd51c ui 2026-03-10 17:00:24 +08:00
walkpan
00e3733e38 ui+参考 2026-03-10 13:41:26 +08:00
walkpan
61809a7f76 Merge branch 'card' of ssh://dev.eoxnet.com:40086/pixelheros into card 2026-03-10 13:22:09 +08:00
walkpan
fbd6d07973 ui添加 2026-03-10 13:22:07 +08:00
panw
9ef2dd105f ui调整 2026-03-10 11:15:46 +08:00
walkpan
7c1e09106e ui 清理 2026-03-09 23:22:35 +08:00
walkpan
0640082042 切换到新设计:抽卡 2026-03-09 23:20:36 +08:00
996 changed files with 208163 additions and 148178 deletions

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Based on the analysis of `MissionCardComp.ts`, `MissionComp.ts`, `RogueConfig.ts`, and `heroSet.ts`, I have designed a balanced configuration plan for a 15-minute roguelike game loop.
The current configuration has some imbalances (e.g., Boss HP 25000 vs Hero AP 15, low card costs vs high drop rates). The plan aims to smooth out the difficulty curve and establish a sustainable economy.
### 1. Economy Rebalance (GameSet.ts)
Adjust costs to prevent "infinite card spamming" while ensuring steady progression.
* **Card Draw Cost (`CHOU_GOLD`)**: Increase from `5` to **100**.
* **Level Up Cost (`LVUP_GOLD`)**: Increase from `10` to **50** (Base) + **50** (Increment).
* **Goal**: Players need to kill ~10-15 enemies to afford one card/upgrade, making choices impactful.
### 2. Hero Configuration (heroSet.ts)
Establish distinct roles and meaningful growth to keep up with monster scaling.
* **Base Stats (`HeroInfo`)**:
* **Warrior**: HP 300, AP 25, Def 5 (Tanky)
* **Mage**: HP 150, AP 40, Range Mid (Glass Cannon)
* **Archer**: HP 180, AP 30, AS 1.0 (DPS)
* **Growth (`HeroUpSet`)**:
* **HP**: +30 per level
* **AP**: +5 per level
* **Def**: +1 per level
### 3. Monster & Wave Configuration (RogueConfig.ts)
Implement a dynamic difficulty curve that ramps up intensity over 15 minutes.
* **Base Stats (`heroSet.ts`)**:
* **Fodder (5201)**: HP 60, AP 8, Speed 100
* **Fast (5301)**: HP 40, AP 12, Speed 180
* **Tank (5401)**: HP 200, AP 15, Speed 60
* **Boss (5701)**: HP 5000 (reduced from 25k to match new scaling), AP 60
* **Scaling Logic (`RogueConfig.ts`)**:
* **HP Growth**: Exponential (`1.15` per minute factor).
* **Spawn Logic**:
* **0-3 min**: Fodder swarm (accumulate gold).
* **3-8 min**: Fast + Tank mix (test DPS and defense).
* **8-14 min**: Elites + Special mechanics (high pressure).
* **15 min**: Final Boss.
* **Gold Drop**:
* Formula: `Base (5) + Level * 1 + TypeBonus`.
* Elite/Boss give significantly more to reward tough fights.
### 4. Implementation Steps
1. **Modify `GameSet.ts`**: Update economy constants (`CHOU_GOLD`, `LVUP_GOLD`).
2. **Modify `heroSet.ts`**: Update `HeroConf`, `HeroUpSet`, and `HeroInfo` with new base stats.
3. **Modify `RogueConfig.ts`**: Update `DefaultRogueConfig` (budget/intervals), `getMonAttr` (scaling formulas), `calculateMonsterGold`, and `getSpawnWeights` (wave phases).
This plan ensures the 15-minute session has a clear "Early-Mid-Late" game progression with a challenging but fair economy.

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## 目标
创建 `TDLevelOptions.ts`
调整数值:**保持 AP/HP\_MAX 强度不变将其余所有属性的强度Base & Grow减半。**
并在配置中明确标注“20级极限总加成”。
## 调整后的数值表 (Revised V2)
| 属性 | Base | Grow | Lv1单次 | Lv20单次 | **20级累计总加成** | 调整说明 |
| :---------------- | :--- | :--- | :---- | :----- | :----------- | :-------------- |
| **AP** (攻) | 15 | 1.5 | 16 | 45 | **+610** | 保持不变 |
| **HP\_MAX** (血) | 100 | 10 | 110 | 300 | **+4100** | 保持不变 |
| **AS** (速) | 5 | 0.25 | 5% | 10% | **+150%** | 减半 |
| **DIS** (距) | 15 | 1.0 | 16 | 35 | **+510** | 减半 |
| **PIERCE** (穿) | 1 | 0 | 1 | 1 | **+20** | 无法减半(最小1),需接受 |
| **CRITICAL** (暴) | 2.5 | 0.1 | 2.6% | 4.5% | **+71%** | 减半 (需配合多次选择才满暴) |
| **CRITICAL\_DMG** | 10 | 0.5 | 10% | 20% | **+300%** | 减半 |
| **DEF** (防) | 2.5 | 0.25 | 2.7 | 7.5 | **+102** | 减半 |
| **控制类** | 1.5 | 0.05 | 1.5% | 2.5% | **+40%** | 减半 (不再必定永控) |
| **吸血** | 1 | 0.05 | 1% | 2% | **+30%** | 减半 |
*(注PIERCE 因作为整数逻辑,维持 +1但在随机池权重中可以不作特殊处理作为稀有强力项自然存在)*
## 配置文件内容
路径:`assets/script/game/common/config/TDLevelOptions.ts`
```typescript
import { Attrs } from "./HeroAttrs";
export interface IOptionGrowth {
base: number;
grow: number;
desc: string; // 使用 {val} 占位
totalNote: string; // 备注20级总加成
}
export const TD_OPTION_CONFIG: Record<number, IOptionGrowth> = {
[Attrs.AP]: { base: 15, grow: 1.5, desc: "攻击力 +{val}", totalNote: "+610" },
[Attrs.HP_MAX]: { base: 100, grow: 10, desc: "生命上限 +{val}", totalNote: "+4100" },
// 减半组
[Attrs.AS]: { base: 5, grow: 0.25, desc: "攻击速度 +{val}%", totalNote: "+150%" },
[Attrs.DIS]: { base: 15, grow: 1.0, desc: "攻击距离 +{val}", totalNote: "+510" },
[Attrs.CRITICAL]: { base: 2.5, grow: 0.1, desc: "暴击率 +{val}%", totalNote: "+71%" },
[Attrs.CRITICAL_DMG]: { base: 10, grow: 0.5, desc: "暴击伤害 +{val}%", totalNote: "+300%" },
[Attrs.DEF]: { base: 2.5, grow: 0.25, desc: "防御 +{val}", totalNote: "+102" },
// 控制与特效 (统一配置)
[Attrs.STUN_CHANCE]: { base: 1.5, grow: 0.05, desc: "眩晕概率 +{val}%", totalNote: "+40%" },
// ... 其他控制类同上
[Attrs.PUNCTURE]: { base: 1, grow: 0, desc: "穿透 +{val}", totalNote: "+20" },
};
// 辅助函数
export const getLevelOptions = (level: number): any[] => { ... }
```
## 执行
直接按此数值创建文件。无需再次确认。

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## 目标
- 新增一个“生效属性配置文件”,集中声明超休闲塔防要启用的属性键,供系统与 UI 快速判断哪些属性参与计算与展示。
## 文件位置
- `assets/script/game/common/config/TDEnabledAttrs.ts`
## 内容结构
- 引用 `HeroAttrs.ts``Attrs` 枚举。
- 导出两类集合:
- 核心启用集合 `TD_ENABLED_ATTRS`ReadonlySet<Attrs>
- 轻度可选集合 `TD_OPTIONAL_ATTRS`ReadonlySet<Attrs>
- 额外导出 `TD_ATTR_GROUPS`(用于 UI 分组展示,非必需)。
## 初始启用键(核心)
- 塔/英雄输出:`AP``AS``DIS``PIERCE`
- 爽点:`CRITICAL``CRITICAL_DMG`
- 敌人生存:`HP_MAX``DEF`
## 轻度可选键(后续可开关)
- 控制:`SLOW_CHANCE`(或改为 `STUN_CHANCE`
- 经济:`GOLD_GAIN`
- 精英修正:`DMG_RED`
## 计划代码(示例)
```ts
// assets/script/game/common/config/TDEnabledAttrs.ts
import { Attrs } from "./HeroAttrs";
export const TD_ENABLED_ATTRS: ReadonlySet<Attrs> = new Set<Attrs>([
Attrs.AP,
Attrs.AS,
Attrs.DIS,
Attrs.PUNCTURE,
Attrs.CRITICAL,
Attrs.CRITICAL_DMG,
Attrs.HP_MAX,
Attrs.DEF,
]);
export const TD_OPTIONAL_ATTRS: ReadonlySet<Attrs> = new Set<Attrs>([
Attrs.SLOW_CHANCE,
Attrs.GOLD_GAIN,
Attrs.DMG_RED,
]);
export const TD_ATTR_GROUPS = {
towerCore: [Attrs.AP, Attrs.AS, Attrs.DIS, Attrs.PUNCTURE],
towerBonus: [Attrs.CRITICAL, Attrs.CRITICAL_DMG],
enemyCore: [Attrs.HP_MAX, Attrs.DEF],
optional: [Attrs.SLOW_CHANCE, Attrs.GOLD_GAIN, Attrs.DMG_RED],
} as const;
```
## 接入点(不改动逻辑,只引用)
- 计算系统:在重算或结算处通过 `TD_ENABLED_ATTRS.has(attr)` 判断展示/参与计算(不改变已有正确计算路径,只做筛选)。
- UI面板按 `TD_ATTR_GROUPS` 渲染;未启用键默认隐藏。
## 验证
- 在测试环境加载 1 个塔与 2 类敌人确认仅启用键被展示和参与战斗TTK/DPS 表现符合预期。
## 等待下一步
- 若确认上述文件结构与键集合,开始创建文件并接入引用;如需改用 `AREA_OF_EFFECT` 替代 `PIERCE` 或改为 `STUN_CHANCE`,我会在提交前同步调整。

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---
name: HeroInfo_to_CardPoolList
description: 将 Cocos Creator 项目中 heroSet.ts 的 HeroInfo 全量同步到 CardSet.ts 的 CardPoolList。只要用户提到“根据 HeroInfo 自动补全/同步 CardPoolList”“按 cards_lv 映射 CardPoolList.lv”“按 HeroInfo.lv 映射 hero_lv”就应立即使用本技能执行批量转换与校验。
---
# HeroInfo_to_CardPoolList
## 适用场景
当用户提出以下目标时使用本技能:
-`HeroInfo` 里的所有英雄补进 `CardPoolList`
- 保证卡池条目和英雄配置一一对应
- 批量同步等级映射关系,避免手动漏配
## 固定输入位置
- 英雄源:`assets/script/game/common/config/heroSet.ts`
- 卡池目标:`assets/script/game/common/config/CardSet.ts`
## 固定映射规则
- 仅处理英雄条目(`CardType.Hero`
- `CardPoolList.uuid = HeroInfo.uuid`
- `CardPoolList.lv = HeroInfo.cards_lv`
- `CardPoolList.hero_lv = HeroInfo.lv`
- 英雄条目按 `CardPoolList.lv` 升序排序(同级按 `uuid` 升序)
- 未指定时,英雄卡默认使用:
- `type: CardType.Hero`
- `cost: 3`
- `weight: 25`
## 执行流程
1. 读取 `heroSet.ts`,定位 `export const HeroInfo` 对象。
2. 解析所有英雄项(按实际对象内容为准,不依赖号段硬编码)。
3. 提取每个英雄的 `uuid``cards_lv``lv`
4. 读取 `CardSet.ts``CardPoolList`
5. 仅对 `type: CardType.Hero` 条目做“新增或更新”:
- 已存在同 `uuid`:更新 `lv``hero_lv`
- 不存在同 `uuid`:按默认字段新增
6. 对全部英雄卡条目按 `lv` 升序重排(同级按 `uuid` 升序)。
7. 非英雄卡(如 `Special/Skill/Buff/Debuff`)保持原样和原顺序。
8. 输出结果后做一致性校验:
- `HeroInfo` 英雄数量 == `CardPoolList` 英雄数量
- 每个英雄 `uuid` 都能在 `CardPoolList` 找到
- 每个条目都满足 `lv=cards_lv``hero_lv=HeroInfo.lv`
- 英雄条目顺序满足 `lv` 升序
## 输出要求
- 优先直接修改 `CardSet.ts`,不新建额外文档文件。
- 最终反馈必须包含:
- 新增了多少英雄条目
- 更新了多少已有英雄条目
- 是否存在无法映射的异常条目
## 失败处理
出现以下情况必须停止并明确报错:
- `HeroInfo` 结构不存在或语法异常
- 英雄缺失 `uuid/cards_lv/lv` 任一关键字段
- `CardPoolList` 结构不存在
## 质量门槛
- 不改动与本任务无关的字段
- 不改变非英雄卡逻辑
- 修改后需确认 TypeScript 诊断无新增错误

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