452 Commits

Author SHA1 Message Date
walkpan
650bcccc58 feat(天赋系统): 重构天赋触发机制并添加天赋点数系统
- 移除升级触发类型(TriType.LUP)及相关逻辑,改为通过英雄配置定义天赋点数获取规则
- 新增天赋点数接口(ITalPts)和配置字段,支持攻击、受击等不同触发条件
- 在天赋配置中添加点数获取(Pts)和消耗(CPts)字段
- 移除必杀技触发类型(TriType.MAX)的处理逻辑
- 优化TalComp组件结构,移除不必要的heroView引用
- 添加天赋系统设计文档(taldev.md)
2026-02-21 23:45:23 +08:00
walkpan
366a469fac feat(skill): 新增多个技能动画及预制体资源
- 新增 heal、maxr、maxw、maxy 技能动画文件
- 新增对应的技能预制体资源
- 重命名 buff_max.prefab 为 maxb.prefab
- 更新 skill1.png 资源文件
2026-02-21 22:33:01 +08:00
walkpan
369c10cf62 refactor(属性): 统一默认属性定义并移除调试属性
- 新增 defaultAttrs 对象集中定义 BACK_CHANCE、DODGE、CON_RES 的默认值
- 修改 Hero 和 Monster 初始化逻辑,使用 defaultAttrs 代替硬编码值
- 移除 HeroAttrsComp 中未使用的 debugMode 装饰器属性
- 简化日志消息,移除重复的组件名前缀
- 修复 SingletonModuleComp 中属性名错误(speed 改为 dodge)
2026-02-06 20:38:34 +08:00
panw
84963f6a3b refactor(配置): 调整英雄属性和全局加成数值
- 将物理防御属性类型从百分比改为数值型
- 降低全局生命加成并替换速度加成为闪避率加成
- 更新英雄属性计算以使用闪避率而非速度
- 启用 MissionCardComp 的调试模式以方便测试
2026-02-06 16:50:04 +08:00
panw
b48547b1f1 fix(战斗系统): 调整伤害计算公式并简化属性卡牌配置
- 在伤害计算中,将防御属性从百分比减免改为固定值减免,确保至少造成1点伤害
- 移除天赋免伤对防御属性的影响,使防御计算更清晰
- 简化一阶属性卡牌配置,移除不常用的特殊属性卡牌
2026-02-06 15:55:47 +08:00
panw
b70ac53f82 feat(升级奖励): 修改属性选择触发逻辑,改为通过卡片奖励触发
移除英雄升级时自动触发属性选择事件,改为在特定等级通过奖励卡片触发。调整 CardSet 配置,在更多等级提供属性卡片奖励,使属性成长更符合游戏节奏。
2026-02-06 15:39:21 +08:00
panw
b85b9d8655 feat(skill): 新增死亡动画及预制体资源
添加 dead.prefab 预制体及其关联的 dead.anim 动画文件,用于角色死亡时的技能表现。
2026-02-05 16:16:05 +08:00
panw
1ad7b70c45 fix(game): 修复技能伤害应用时的空指针异常并调整英雄攻速
- 在 SkillView.apply_damage 中添加实体存在性安全检查,防止目标实体已销毁时访问属性
- 使用可选链操作符安全获取施法者和目标名称,避免日志记录时崩溃
- 将所有英雄的基础攻击速度(as)统一调整为 1,以平衡游戏性
2026-02-05 10:12:36 +08:00
panw
49b4bef033 feat(游戏数据): 添加金币字段并调整英雄属性和UI
- 在 SingletonModuleComp 中添加 gold 字段作为玩家金币数据
- 调整 HeroConf 配置:降低英雄属性上限并将购买成本设为0
- 修改 HInfoComp 中购买英雄的金币检查逻辑,使用 smc.data.gold 替代 smc.vmdata.gold
- 更新 role_controller.prefab 的UI元素位置、尺寸和精灵资源
2026-02-05 09:55:59 +08:00
walkpan
ee9d72be5c fix(hero): 修复英雄属性组件事件监听未正确初始化和清理的问题
将 HeroAttrsComp 的事件监听从 onLoad/onDestroy 生命周期方法移至显式调用的 initEvent/removeEvent 方法,确保在 Hero 初始化时正确初始化事件监听,并在重置时清理事件监听,避免事件重复绑定和内存泄漏。
2026-02-05 08:01:34 +08:00
walkpan
878ca8ed77 feat: 为升级事件添加调试日志
在 SingletonModuleComp 和 HeroAttrsComp 中添加详细的日志记录,用于追踪升级事件的触发、监听、移除和处理流程,便于调试和问题排查。
2026-02-05 08:01:06 +08:00
walkpan
3d089885ce style: 移除日志消息中的冗余"[HeroAttrs]"前缀
移除HeroAttrsComp中所有调试日志里重复的"[HeroAttrs]"前缀,使日志输出更简洁。这些前缀在日志标签参数中已提供,无需在消息内容中重复。
2026-02-04 20:58:10 +08:00
walkpan
7812855ad3 chore: 调整调试日志开关状态
修复 HeroAttrsComp 与 HeroAtkSystem 中 debugMode 默认值的矛盾,统一将系统调试关闭而组件调试开启。同时在 Hero 创建日志中增加 is_master 字段输出,便于追踪主角创建逻辑。
2026-02-04 20:57:18 +08:00
walkpan
e8588ded76 feat(地图): 根据主角属性倾向调整任务卡牌权重
在获取任务卡牌选项时,查询主角已拥有的永久属性Buff,将对应属性的卡牌权重提高一倍,使卡牌选择更符合角色成长方向。
2026-02-04 20:41:24 +08:00
walkpan
30ca0baabc fix(奖励): 修复等级奖励类型获取逻辑并添加空值检查
- 调整 getLevelRewardType 函数,仅在特定等级返回天赋类型,其他等级返回 null
- 在 MissionComp.call_cards 中添加奖励类型空值检查,避免无效调用
- 为多个预制体组件统一添加 debugMode 默认值
2026-02-04 20:31:40 +08:00
walkpan
b9e9527375 refactor: 移动 getLevelRewardType 函数至 CardSet 模块
将获取等级奖励类型的函数从 GameSet 模块移至更相关的 CardSet 模块,以提高代码的组织性和模块内聚性。
2026-02-04 20:25:24 +08:00
panw
82f7c3085b fix: 将怪物经验奖励提升为5倍
修复了击杀怪物时获得的经验值过低的问题,将经验奖励从原本的1倍提升至5倍,以改善玩家升级体验。
2026-02-04 16:46:20 +08:00
panw
b42cc2e662 feat(战斗): 调整击退机制和技能配置
- 新增后退范围配置项,统一管理击退距离
- 提高英雄击退几率从20%到50%
- 调整"蓄力一击"技能冷却时间从1秒到3秒
- 优化击退逻辑,仅对怪物生效并应用配置的后退范围
- 启用调试模式以方便战斗系统调试
2026-02-04 16:42:46 +08:00
panw
0a8f2056c3 refactor(game): 优化属性卡牌配置与UI更新逻辑
- 将AttrSet中的`note`字段统一重命名为`name`,提高字段语义清晰度
- 在CardSet中修正属性卡和药水卡名称的获取逻辑,使用新的`name`字段
- 调整HeroViewComp的health方法,增加血量变化小于等于99时不显示特效的优化
- 将HeroAttrsSystem中的自然回复计时器从1秒改为5秒,并更新相关注释
- 移除HeroViewComp中已注释的冗余UI更新代码,保持代码整洁
2026-02-04 16:23:09 +08:00
panw
701382e868 fix: 移除冗余的MP回复逻辑和负向HP回复处理
清理HeroAttrSystem中未使用的MP回复相关代码,并移除负向HP回复(扣血)的不必要处理,因为扣血已有独立逻辑处理。
2026-02-04 15:46:57 +08:00
panw
4d0c8e5438 refactor(英雄属性): 重构生命回复机制并调整相关配置
- 将 HeroUpSet 枚举重命名为 HRegen 并简化其内容,仅保留 HP 回复基础值
- 将 HP_REGEN 属性类型从 VALUE 改为 RATIO,使其作为百分比加成
- 移除魔法回复的固定加成,仅保留属性提供的回复值
- 调整 add_hp 方法的调用参数,移除强制显示伤害数字的标志
2026-02-04 15:45:43 +08:00
panw
772dde62a0 feat(config): 更新属性卡和药水的描述与数值
- 将属性卡的备注从“常规强化”/“上限XX%”改为更具描述性的“强化[属性]Ⅰ/Ⅱ/Ⅲ/Ⅳ”
- 将药水“金钟罩”更名为“防御药水”
- 调整生命回复药水的数值和描述,改为基于生命最大值的百分比回复
2026-02-04 15:38:32 +08:00
panw
68b331f35f refactor(config): 重构属性与药水选择配置映射
- 将 CanSelectAttrs 从按类型分组改为按阶数分组(1/5/10/15阶)
- 更新属性ID范围以匹配新的阶数体系(2000/2100/2200/2300系列)
- 简化 CanSelectPotions 配置,移除普通/强力分类,统一为全药水列表
2026-02-04 15:26:48 +08:00
panw
576c3ebbd5 fix(英雄属性): 修复回血时未正确触发视图层特效的问题
调整 HeroAttrsSystem 中 HP 自然回复的逻辑,当回血值大于零时,通过 HeroViewComp 触发对应的视图层特效。同时,在 HeroAttrsComp 的注释中补充了触发视图层的条件说明,以保持数据层与视图层的分离。
2026-02-04 15:11:41 +08:00
panw
0e63060957 feat(config): 新增回血和闪避属性及药水配置
- 在 AttrSet 配置中为每个阶级添加 HP_REGEN 属性项
- 新增闪避药水 (3009, 3010) 和回血药水 (3011, 3012)
- 更新 CanSelectAttrs 和 CanSelectPotions 以包含新配置项
2026-02-04 15:11:30 +08:00
panw
740f0af1e4 feat(config): 为属性配置添加闪避率条目
为每个阶位(一至四阶)的特殊属性配置添加了对应的闪避率(DODGE)条目,并设置上限为60%。
2026-02-04 10:41:36 +08:00
panw
a27d6d2de8 feat(英雄属性): 根据职业配置升级成长属性
引入 JobUpConf 配置,为不同职业(战士、远程、法师、辅助、刺客)定义差异化的血量、攻击和防御成长值。在 HeroAttrsComp 中,英雄升级时不再使用固定数值成长,而是根据其职业从配置中获取对应的成长属性,使各职业的成长曲线更具特色。
2026-02-04 10:36:54 +08:00
panw
98ac676ded feat(config): 添加配置文档并调整天赋与属性效果
- 新增 config.md 汇总游戏配置,便于查阅
- 将部分天赋效果从概率触发改为必定触发,提升玩家体验
- 将攻击力和生命上限加成从固定值改为百分比,增强后期成长性
- 修复 MissionCardComp 中 Buff 类型注释与实际值不一致的问题
2026-02-04 10:25:17 +08:00
panw
c76a31593f refactor: 移除未使用的游戏数据字段以简化状态管理
- 删除 SingletonModuleComp 中的 meat、exp、monsters 等未使用字段
- 移除 MissionComp 中的 chou_gold 和 lvup_gold 初始化
- 保留核心游戏状态字段,减少内存占用和维护复杂度
2026-02-04 09:16:28 +08:00
panw
3a8f015a78 refactor: 移除调试日志并统一使用日志工具
- 删除多个文件中的 console.log/console.warn/console.error 调试输出
- 将日志输出统一替换为 mLogger 工具,支持调试模式控制
- 清理注释掉的调试代码和空方法体
2026-02-03 16:49:24 +08:00
panw
dc746e28da refactor(英雄系统): 将调试模式变量移至Monster类
将HeroAttrSystem中的debugMode改为public,并在Monster类中添加私有debugMode字段,为后续调试功能做准备。
2026-02-03 16:33:21 +08:00
panw
6043963c18 fix: 将调试日志从console.log替换为mLogger并默认关闭调试模式
- 在MissionCardComp中默认关闭调试模式
- 在MissionHomeComp、Mon、HeroAttrsSystem和HInfoComp中引入mLogger
- 使用debugMode控制日志输出,避免生产环境产生过多console日志
2026-02-03 16:27:27 +08:00
panw
b4bf2b2904 fix(game): 修复属性卡Buff类型错误,统一使用VALUE类型
属性卡(AttrCards)配置的值始终代表绝对数值增量,无论属性本身是数值型还是百分比型。之前存在混淆,通过添加AttrsType引入并移除冗余注释,明确使用BType.VALUE确保计算正确。
2026-02-03 16:21:47 +08:00
panw
0ce80dd42a refactor(game): 重构属性卡逻辑以使用 Buff 系统
将属性卡的效果应用方式从直接修改全局属性改为通过 addBuff 添加永久 Buff。
这样可以统一属性加成处理逻辑,利用现有的 Buff 系统进行管理,提高代码的可维护性和扩展性。
2026-02-03 16:21:36 +08:00
panw
147131d3c2 refactor: 移除全局主角引用,改用ECS查询定位主角实体
- 移除 SingletonModuleComp 中的 role 字段及相关设置
- 在 MissionComp 中移除重置 role 的代码
- 修改 Hero 类的销毁方法,不再清理 role 引用
- 在 MissionCardComp 中通过 HeroMasterComp 查询来定位主角实体
- 增加详细调试日志以追踪天赋、技能等组件的添加过程
2026-02-03 15:56:22 +08:00
panw
63dd22fb88 refactor: 重命名Logger类并增加错误日志方法
- 将Logger类重命名为mLogger以符合命名规范
- 新增error方法用于统一错误输出
- 在多个组件中替换console.log/warn/error为mLogger的对应方法
- 为多个组件添加debugMode属性以控制模块级日志开关
- 新增HeroMasterComp组件框架
2026-02-03 14:40:02 +08:00
panw
859ab3bc2a feat: 引入集中式日志工具类并重构调试日志
- 新增 Logger 类提供统一的日志和警告输出,支持全局和模块级开关
- 重构 SkillView、HeroViewComp 和 HeroAtkSystem 中的调试日志方法,改用 Logger 类
- 在 HeroViewComp 中添加调试模式属性便于编辑器配置
- 统一日志格式为 [标签] + 内容,提高日志可读性和维护性
2026-02-03 10:45:17 +08:00
panw
c07678f31f perf: 移除调试日志并统一调试模式控制
- 将 HeroAttrsComp 中的 console.log 改为注释以提升性能
- 将 HeroViewComp 的 debugMode 默认值设为 false 并移除冗余日志
- 在 SkillView 中统一添加 debugMode 控制,替换直接 console 调用
- 在 MissionCardComp 中添加调试日志以跟踪卡牌应用效果
2026-02-03 10:36:41 +08:00
panw
031b91311a refactor(技能系统): 移除事件通信,直接调用方法添加技能
- 删除 HeroSkillsComp 中监听 GameEvent.UseSkillCard 的代码
- 在 MissionCardComp 中直接调用 HeroSkillsComp.addSkill() 方法
- 简化组件间通信方式,避免不必要的事件派发
2026-02-03 09:14:18 +08:00
panw
78647eda29 refactor(卡牌): 将卡牌效果应用逻辑改为直接调用组件方法
移除 HeroAttrsComp 中对 UseItemCard 和 UseAttrCard 的事件监听,改为在 MissionCardComp 中直接获取主角实体并调用对应组件方法。
这样避免事件广播导致非主角实体错误响应,确保卡牌效果仅作用于主角。
具体修改:
- 天赋卡:直接调用 TalComp.addTal
- 属性卡:直接更新全局属性并调用 HeroAttrsComp.recalculateSingleAttr
- 药水卡:直接创建 BuffConf 并调用 HeroAttrsComp.addBuff
- 技能卡:暂时保留事件派发,但后续可考虑类似改造
- 伙伴卡:保留事件派发,因其涉及实体创建
2026-02-03 08:37:27 +08:00
panw
d40cb26819 feat: 添加主角实体引用并确保跨局重置
在 SingletonModuleComp 中添加 role 字段存储主角实体引用,并在 MissionComp 任务开始时重置引用,在 Hero 销毁时清理引用。避免跨局数据残留导致引用错误。
2026-02-02 16:56:05 +08:00
panw
c349319f7b fix: 修复天赋属性加成不生效及全局数据同步问题
修复 TalComp 中永久属性加成类型转换错误,导致天赋属性未正确应用
在 HeroAttrsComp 中添加属性变化后的全局数据同步调用
在 SingletonModuleComp 中确保英雄数据更新后触发 VM 响应
添加 GlobalAttrChange 事件枚举用于后续属性变更监听
2026-02-02 16:33:55 +08:00
panw
cc57eef1b3 fix(英雄属性): 修复全局属性加成不生效的问题
调整全局属性加成配置,将攻击力加成值设为1,生命上限加成值设为100,并确保加成仅对英雄生效。在属性初始化时强制重算受全局属性影响的属性,并确保英雄初始状态为满血满蓝。
2026-02-02 15:55:12 +08:00
panw
ce724828a7 feat(英雄属性): 增加全局属性加成计算
在英雄属性计算中集成全局属性加成,通过 SingletonModuleComp 中的 global_attrs 配置为特定属性提供基础值和数量加成。
2026-02-02 15:33:08 +08:00
walkpan
115d37a949 fix: 修正兽人卫士和兽人首领的预制体引用路径
更新了英雄配置文件中兽人卫士和兽人首领的预制体路径,从错误的 mo1 分别修正为 mo3 和 mo4,以确保游戏能正确加载对应的模型资源。
2026-01-31 19:55:23 +08:00
walkpan
2d4b681066 fix(游戏平衡): 调整rogue模式怪物成长公式
- 将TIME_SCALING从15增加到20,使15分钟成长倍率从16倍调整为21倍
- 将质量系数从固定5.0改为动态计算(1.5 + 4.5 * waveFactor),降低初始强度并随时间线性增强
- 使怪物难度曲线更加平滑,改善游戏前期体验
2026-01-31 11:30:49 +08:00
walkpan
1b1102c542 feat(肉鸽): 重构为基于波次的刷怪系统
- 废弃动态威胁预算算法,改用确定性的15波配置(每分钟1波)
- 引入三阶段节奏设计:构筑期、磨合期、极限期,每波有独立怪物权重池
- 简化刷怪逻辑,移除复杂的预算计算和英雄血量响应机制
- 特殊事件怪物改为队列处理,与波次系统并行运行
- 优化代码结构,移除冗余状态变量和未使用的方法
2026-01-31 11:27:04 +08:00
panw
26b463048f fix(rogue): 调整怪物金币和经验产出倍率以平衡游戏经济
将怪物金币和经验的基础产出倍率从5提升至8,并微调经验公式的基础系数和成长因子。
这是因为之前减少了同屏最大怪物数量,需要提高单体收益来保持总产出平衡,确保玩家升级节奏符合预期。
2026-01-30 16:57:36 +08:00
panw
afe659b0fc feat(刷怪): 添加特殊怪物定时刷怪机制
- 在 MissionComp 中添加特殊刷怪检查,根据时间表触发精英/Boss
- MissionMonComp 监听刷怪事件,将特殊怪物插入队列头部优先生成
- 调整刷怪配置,移除随机刷怪中的精英/Boss,改为固定时间生成
- 降低同屏怪物数量,提高单体质量,优化游戏节奏
2026-01-30 16:51:08 +08:00
panw
c902d9ca0a refactor(CardSet): 简化卡牌池配置逻辑,移除动态权重计算
- 将多等级权重累积逻辑改为仅使用符合条件的最大等级配置
- 移除基于解锁等级的动态权重计算,统一使用默认权重
- 保持99级配置的兜底机制,确保低等级时的正常功能
2026-01-30 16:46:34 +08:00
panw
c3fa6b6210 refactor(CardSet): 简化卡牌选项获取逻辑,移除冗余循环
- 将多类型权重随机选择改为直接使用指定类型
- 简化候选列表构建和抽取流程,避免嵌套循环
- 保留属性卡兜底逻辑,但仅在非属性类型且数量不足时触发
2026-01-30 15:50:57 +08:00
panw
9ae9324c8b feat(地图): 启用药水卡牌触发商店打开事件 2026-01-30 15:34:23 +08:00
panw
4630667a54 feat: 新增属性选择事件并调整关卡奖励逻辑
- 在 GameEvent 枚举中添加 AttrSelect 事件
- 修改 MissionComp.call_cards 方法,默认每级都触发属性选择事件
- 移除药水奖励类型对应的事件分发,将其注释保留
- 在 MissionCardComp 中注册并处理 AttrSelect 事件,将其加入事件队列
2026-01-30 15:34:14 +08:00
panw
42fc5e267a feat(config): 重构属性卡配置,移除showValue并新增多阶属性
- 移除 AttrInfo 接口中的 showValue 字段,简化数据结构
- 将原有的单层属性卡扩展为一阶至四阶,每阶包含12种属性
- 调整基础属性(攻击、生命、防御、攻速)和特殊属性(吸血、暴击等)的数值
- 更新药水卡配置,同步移除 showValue 字段
2026-01-30 10:43:26 +08:00
walkpan
4e28ea6859 feat(rogue): 调整刷怪配置,减少数量并提升质量
- 将最大同屏怪物数量从 50 减少到 10,追求更高质量的战斗体验
- 降低刷怪频率和单次生成上限,适配新的怪物总量
- 为平衡收益,将怪物属性、金币和经验产出均提升 5 倍
- 调整基础预算和出怪间隔以匹配新的配置策略
2026-01-29 23:32:31 +08:00
walkpan
bff20f0ded refactor(game): 重构游戏地平线与怪物生成逻辑,并更新UI资源
- 将游戏地平线从120调整为-215,以改变战斗场景基线
- 移除多线路怪物生成逻辑,统一使用地平线作为y坐标
- 清理卡牌系统中的等级升级相关代码,简化事件处理
- 更新角色控制器UI布局和样式,调整组件位置和尺寸
- 替换纹理图集资源,移除旧版背景图,添加新版分层背景
- 删除多个未使用的meta配置文件
2026-01-29 22:51:16 +08:00
walkpan
4ac3d55990 feat: 添加天赋添加日志并更新天赋配置注释
- 在 TalComp.ts 的 addTal 方法中添加 console.log 用于调试
- 在 TalSet.ts 中为天赋类别添加注释以提升代码可读性
2026-01-29 19:15:29 +08:00
walkpan
b88df66633 chore: 清理旧设计文档并添加新玩法设计文档
删除过时的英雄设计、经验系统设计和游戏配置文档,这些文档已不再反映当前开发方向。新增Design5.md文档,用于记录玩法build方向的设计思路。
2026-01-29 17:30:36 +08:00
panw
4d96165b2d refactor(map): 移除任务卡片组件中的等级更新事件监听
清理未使用的等级更新事件处理,避免潜在的内存泄漏
2026-01-28 17:22:16 +08:00
panw
624c8a6c4e feat(rogue): 添加基于等级的怪物经验计算函数
- 新增 calculateMonsterExp 函数,根据怪物ID和等级动态计算经验值
- 替换 MissionComp 中硬编码的经验值逻辑,使用新的计算函数
- 设计经验增长公式以平衡升级曲线,目标让玩家在13分钟左右达到20级
2026-01-28 17:01:29 +08:00
panw
940211d465 feat: 实现角色经验获取与升级系统
- 在SingletonModuleComp中新增addExp方法,处理经验累积和升级逻辑
- 修改英雄初始等级从0调整为1,确保等级系统正常运作
- 在MissionComp中为不同怪物类型添加经验奖励计算
- 使用getLevelExp函数动态计算各级所需经验值
- 升级时触发GameEvent.CanUpdateLv事件通知其他模块
2026-01-28 15:51:59 +08:00
panw
e7238822f3 refactor(map): 移除计算金币奖励中的多余空行
简化代码结构,删除不必要的空行使逻辑更紧凑。
2026-01-28 15:16:58 +08:00
walkpan
75262f9400 fix(gui): 调整角色控制器界面文本标签布局
- 激活隐藏的文本标签组件
- 调整文本标签位置、宽度和对齐方式
- 修改文本溢出处理为自动换行
- 统一两个文本标签的样式配置
2026-01-27 23:36:23 +08:00
panw
b79d8e1950 fix: 修正任务奖励数据字段名并添加调试日志
将任务奖励数据结构中的 type 字段统一更名为 kind 以保持一致性
在 MissionCardComp 和 MissionGetsComp 中添加调试日志输出
2026-01-27 17:29:27 +08:00
panw
b43a30a192 feat: 为奖励卡片添加类型标识显示功能
- 在 MissionGetsComp 中添加根据 CardKind 显示不同类型标识的逻辑
- 修改 get.prefab 预制体,增加 Atk、Atked、Buff 等类型标识节点
- 默认隐藏 card.prefab 中的两个子节点以优化初始显示状态
2026-01-27 16:55:00 +08:00
panw
fbbc04b4c4 feat(任务): 添加任务获取记录与显示功能
- 新增 UpdateMissionGet 事件用于通知任务卡牌获取
- 在 MissionCardComp 中派发获取事件,传递卡牌信息
- 在 MissionGetsComp 中监听事件并更新获取记录显示
- 实现重复获取时数量累加显示
- 添加任务开始时清理旧记录的功能
2026-01-27 16:51:53 +08:00
panw
b869e1c33c fix(map): 修复任务奖励图标加载问题并重构组件逻辑
- 移除 MGetsComp 中未使用的属性和方法,简化组件结构
- 在 MissionGetsComp 中实现动态加载奖励图标功能,支持从 gui/uicons 图集获取
- 调整 get.prefab 结构,分离图标和数字显示节点
- 解决资源加载机制限制,确保动态加载资源正常工作
2026-01-27 16:02:33 +08:00
panw
ce6b7bce1e feat(map): 新增可动态加载的收集物UI组件
- 添加 MGetComp 组件用于管理单个收集物的显示逻辑
- 创建 get.prefab 预制体作为收集物UI模板
- 重构 MissionGetsComp,移除硬编码节点引用,改为动态加载
- 支持通过 load_hui 方法按需加载收集物UI实例
2026-01-27 15:44:48 +08:00
walkpan
b392ebe272 fix(游戏逻辑): 初始化任务怪物组件时重置计时器和队列
refactor(UI): 调整top.prefab中元素的尺寸和对齐方式
2026-01-19 07:52:51 +08:00
walkpan
1c333629b4 fix(hero): 修复血条显示逻辑,区分加血和扣血动画
refactor(map): 优化地图预制体结构,移除无用节点
style(assets): 更新资源文件和元数据配置
2026-01-18 17:21:48 +08:00
walkpan
a60fa91534 fix(ui): 调整英雄和卡片UI组件的激活状态及尺寸
- 修改英雄prefab中多个组件的_active状态
- 调整英雄和卡片UI的位置、尺寸和颜色值
- 更新卡片prefab的尺寸模式和精灵图集引用
2026-01-18 16:30:13 +08:00
walkpan
b2c5ffa047 refactor(战斗系统): 修改防御属性为百分比类型并优化伤害计算
- 将物理防御属性从数值型改为百分比型
- 使用 add_hp 方法替代直接修改 hp 以触发 UI 更新
- 重构伤害计算公式,明确防御减免和易伤的计算逻辑
- 调整测试英雄配置,统一使用远程攻击技能
2026-01-17 14:38:22 +08:00
walkpan
d0f88708c6 feat(gameplay): 重新平衡游戏经济、英雄属性和怪物配置
调整游戏核心平衡参数以优化15分钟游戏体验:
1. 提升抽卡和升级金币消耗(CHOU_GOLD 5→100,LVUP_GOLD 10→50)
2. 重制英雄基础属性和成长值(战士HP 200→300,法师AP 14→40)
3. 优化怪物生成逻辑和属性曲线(BOSS HP 25000→2000)
4. 更新经济系统公式和波次权重配置
2026-01-16 23:36:43 +08:00
walkpan
9568177b36 fix(hero): 调整英雄死亡事件处理顺序
修复英雄死亡事件处理顺序问题,将阵营判断提前以避免潜在逻辑错误。同时保持碰撞体禁用逻辑不变。
2026-01-16 23:07:30 +08:00
walkpan
fc6d2ad8c6 fix(hero): 修复技能添加和天赋叠加逻辑
修复英雄技能添加时错误的参数传递,将HSSet.max改为HSSet.skill
完善天赋叠加逻辑,当天赋已存在时叠加效果数值而非直接返回
2026-01-16 20:21:13 +08:00
walkpan
b577350003 refactor(CardSet): 重构默认卡池获取逻辑,支持动态权重计算
重构 getDefaultPool 函数,将重复逻辑统一处理并支持基于解锁等级的动态权重计算。新实现:
1. 统一处理所有卡牌类型的配置映射
2. 自动累加所有小于等于当前等级的配置项
3. 根据解锁等级动态计算权重,高等级卡牌出现概率更高
4. 保留原有兜底逻辑作为最后防线
2026-01-16 20:11:02 +08:00
walkpan
3ad446048a feat(配置): 添加药水卡片配置及获取逻辑
新增药水卡片的基础配置 CanSelectPotions 和 PotionCards
在卡片信息获取和默认卡池逻辑中添加药水类型的处理
2026-01-16 20:10:52 +08:00
walkpan
f8acaae2a0 feat(物品系统): 重构药水系统并移除旧物品配置
将药水物品从ItemSet迁移到AttrSet作为PotionCards,并实现新的药水使用逻辑
移除已废弃的ItemSet.ts文件
2026-01-16 19:47:45 +08:00
walkpan
ab4b7d356c feat(英雄属性): 添加处理属性卡使用的功能
实现属性卡使用逻辑,当使用属性卡时根据配置添加对应buff效果并显示提示信息
2026-01-16 19:47:36 +08:00
walkpan
9779d21e6c refactor(GameSet): 移除未使用的Buff卡牌类型枚举值 2026-01-16 19:31:39 +08:00
walkpan
f4517910ab feat(游戏配置): 在CardType枚举中添加Buff类型 2026-01-16 19:28:46 +08:00
panw
5af936d9b3 feat(ui): 添加任务卡片图标支持并更新配置图标引用
添加任务卡片组件图标显示功能,支持动态加载图集资源
更新属性卡和英雄配置中的图标引用为新的资源ID
2026-01-16 11:05:14 +08:00
panw
5bb3acf385 refactor(config): 将CardKind枚举移动到GameSet并更新相关引用
重构代码结构,将CardKind枚举从CardSet.ts移动到GameSet.ts以集中管理游戏配置枚举
更新MissionCardComp.ts中的卡片类型显示逻辑,支持根据CardKind动态显示对应节点
调整card.prefab的UI元素位置和尺寸,优化卡片显示效果
2026-01-16 10:51:46 +08:00
panw
954f44f454 refactor(gui): 统一节点命名规范并调整激活状态
- 将节点名称从全小写改为首字母大写(如atk→Atk)
- 调整部分节点的默认激活状态
- 新增Partner节点及相关配置
- 优化节点层级结构和组件引用
2026-01-16 10:16:57 +08:00
panw
09d3c1db2b feat(卡牌系统): 为卡牌和天赋添加kind类型字段
为ICardInfo接口和talConf配置添加kind字段,用于区分卡牌和天赋的不同类型
2026-01-16 10:12:30 +08:00
panw
8cb52f484e feat(游戏配置): 添加CardKind枚举并更新英雄配置
为卡牌系统添加CardKind枚举类型定义
在heroInfo接口中添加icon字段并更新所有英雄配置
调整ubtns.plist.meta中的边框值
2026-01-16 10:07:09 +08:00
walkpan
90e6bd755a feat(战斗系统): 实现怪物金币掉落计算和抽卡升级消耗
- 添加calculateMonsterGold函数计算不同怪物类型的金币掉落
- 修改SingletonModuleComp初始化金币为0并添加抽卡和升级消耗
- 在MissionCardComp中添加抽卡和升级的金币检查逻辑
- 清理FightSet中无用配置并添加金币相关常量
- 在MissionComp中实现金币奖励计算和局内数据初始化
2026-01-15 23:32:57 +08:00
panw
d6ce56e543 refactor(MonMove): 重构怪物移动系统,实现基于职业类型的智能战术
将怪物移动逻辑拆分为近战、中程和远程三种策略
优化状态检查和移动逻辑分发
移除不必要的渲染层级更新
2026-01-15 16:46:15 +08:00
panw
705a4620ed refactor(heroSet): 移除英雄配置中的dis字段并使用rangeType替代
攻击距离现在完全由rangeType字段控制,简化了英雄配置结构并消除了冗余数据
2026-01-15 16:45:48 +08:00
panw
49537a086c refactor(英雄属性): 移除DIS属性及相关代码
移除英雄和怪物类中不再使用的DIS属性,包括初始化、赋值和引用代码
2026-01-15 16:37:26 +08:00
panw
4147f18c5b refactor(SkillSet): 移除rangeType字段并使用SkillDisVal计算技能距离
修改SkillConfig接口和SkillSet配置,删除冗余的rangeType字段,直接使用SkillDisVal[SkillRange]计算技能距离,保持配置简洁性
2026-01-15 16:30:42 +08:00
panw
6cf69b33c8 fix(gui): 调整角色控制器UI元素的位置和尺寸
修改了角色控制器prefab中的多个UI元素属性,包括:
- 调整了位置、尺寸和缩放比例
- 激活了之前未启用的组件
- 更新了边框和锚点设置
这些改动是为了修复UI显示不正确的问题
2026-01-15 16:06:07 +08:00
panw
fe5ed952d5 fix: 修复角色控制器和任务卡片的显示问题
修复角色控制器prefab的_active属性设置为true以正确显示
将SingletonModuleComp的showInfo默认值改为true以显示信息
在MissionCardComp的onMissionStart中添加noStop.active = false以正确初始化状态
2026-01-15 15:04:44 +08:00
panw
57ea9a1587 refactor(gui): 调整UI元素尺寸和位置以优化布局
调整多个UI元素的尺寸、位置和缩放比例,包括图标、卡片和控制器组件,以改善整体布局和用户体验。删除无用的meta文件。
2026-01-15 14:54:33 +08:00
walkpan
5b8ab90c6f fix(gui/角色控制): 调整角色控制器激活状态及英雄位置参数
修复角色控制器中部分元素的激活状态错误,并优化英雄位置坐标和缩放参数,使其更符合游戏设计需求
2026-01-15 00:06:42 +08:00
walkpan
9ba2efbe17 chore: 添加AttrSet和CardSet的meta配置文件 2026-01-14 23:55:40 +08:00
walkpan
20538b76b7 refactor(经验系统): 移除怪物经验计算和英雄经验更新逻辑
经验系统重构,删除不再使用的怪物经验计算函数getMonsterExp和英雄经验更新方法updateHeroExp
2026-01-14 20:53:17 +08:00
panw
5c5954b7d5 feat(卡牌系统): 重构卡牌选择逻辑并添加属性卡类型支持
- 在GameSet枚举中添加Attr卡牌类型
- 在GameEvent中添加UseAttrCard事件
- 重构CardSet模块,统一使用GameSet中的CardType枚举
- 重构MissionCardComp模块,支持混合模式卡牌选择和强制类型获取
- 添加等级升级事件处理,优化卡牌获取逻辑
2026-01-14 20:37:40 +08:00
panw
6ddfe7e2c4 feat(卡牌系统): 重构卡牌选择逻辑并增加等级分段配置
重构卡牌选择系统,将原有的简单数组配置改为按等级分段的字典结构
- 为技能、英雄、天赋和属性分别添加 CanSelectXXX 配置
- 优化卡牌池构建逻辑,支持按等级筛选可用卡牌
- 改进权重随机算法,增加兜底机制
- 分离卡牌基础信息和权重配置,提高可维护性
2026-01-14 20:22:18 +08:00
panw
4a506555ba feat(卡牌系统): 实现卡牌池配置及随机选择功能
添加卡牌类型枚举和统一卡牌信息接口
实现等级池配置表及卡牌池缓存机制
提供根据等级获取随机卡牌选项的功能
包含权重随机选择算法和数组洗牌工具函数
2026-01-14 17:29:02 +08:00
panw
0ff60cff05 refactor(配置): 重构游戏属性配置系统
- 新增AttrSet.ts文件集中管理属性配置
- 在TalSet.ts中添加天赋图标字段并优化注释
- 删除旧的TDLevelOptions.ts配置系统
2026-01-14 17:16:23 +08:00
walkpan
2d560b2a2a fix: 修复战斗开始时不调用卡牌和英雄初始等级问题
修复MissionComp中战斗开始时未调用call_cards方法的问题
调整SingletonModuleComp中英雄初始等级从1改为0
在MissionCardComp和HInfoComp中添加关闭解锁和购买界面的逻辑
更新ubtns.plist.meta中的边框设置
2026-01-08 09:18:20 +08:00
panw
76b89442f9 refactor(heroSet): 调整可选英雄列表并修正英雄信息
- 从可选英雄列表中移除5008
- 将召唤法师从5008移至5006并更新相关信息
- 修正火焰法师的uuid从5006改为5004
2026-01-07 17:07:35 +08:00
panw
6c681803ae feat(配置): 更新可选技能和英雄列表并添加技能名称显示
- 修改CanSelectSkills和CanSelectHeros数组内容
- 在HInfoComp中添加技能名称显示功能
2026-01-07 17:02:05 +08:00
panw
9c254551a9 feat(英雄信息组件): 添加技能图标显示功能并调整缩放比例
- 新增技能图标显示功能,从图集加载并显示对应技能图标
- 调整英雄信息卡片的缩放比例参数
- 优化信息显示逻辑,移除冗余的位置设置代码
2026-01-07 16:58:37 +08:00
panw
418fa6d317 refactor(英雄系统): 重构英雄和技能配置数据
- 简化英雄配置,移除历史人物命名改为职业命名
- 调整英雄初始技能组合和属性
- 更新技能图标和描述信息
- 修改默认英雄列表为单英雄配置
2026-01-07 16:19:00 +08:00
walkpan
20adb30060 feat gui 首页添加 英雄信息的展示与隐藏 2026-01-07 14:31:43 +08:00
walkpan
8a9a84b133 feat: 添加地图信息显示功能并更新资源文件
- 在SingletonModuleComp中添加showInfo字段控制信息显示
- 在HInfoComp中实现showInfo方法显示/隐藏信息面板
- 更新umps.png和umps.plist资源文件,添加多个背景素材
- 调整loading.prefab和map_rpg.prefab的配置参数
2026-01-07 13:40:56 +08:00
walkpan
345621b57a feat(gui): 更新UI图标资源并调整角色控制器布局
- 添加新的uicons.png资源文件
- 删除不再使用的infos.png和动画/预制体文件
- 调整role_controller.prefab中节点的位置和尺寸
- 修改icon.prefab的激活状态和精灵引用
- 注释掉Main.ts中的物理调试标志
2026-01-07 00:37:06 +08:00
walkpan
84c614e4f3 fix(gui): 调整角色控制器prefab的布局和激活状态
- 修改_active状态以正确显示/隐藏组件
- 调整_contentSize高度和边距以优化布局
- 更新_bottom和_top值以改善元素定位
2026-01-06 19:50:33 +08:00
walkpan
343e14b56c fix(英雄移动): 添加暂停怪物行动时英雄也停止移动的逻辑
当开启四选一界面时暂停怪物行动,现在英雄移动也会同步暂停。同时在MissionCardComp中添加对stop_mon_action状态的管理,确保界面开关时游戏状态正确切换。
2026-01-06 19:50:20 +08:00
walkpan
0febe02ecc feat(关卡系统): 添加关卡解锁和免广告功能
- 在MissionComp和SCDSystem中添加stop_mon_action检查逻辑
- 修改SingletonModuleComp数据结构,添加noStop和unlockCoin字段
- 为MissionCardComp添加金币解锁和免广告功能
- 调整ubtns.plist的边框值
2026-01-06 19:47:11 +08:00
walkpan
bb28492550 feat(英雄AI): 重构英雄移动系统,基于攻击距离类型实现智能战术走位
1. 新增SkillRange枚举定义近/中/远程攻击类型
2. 在HeroAttrsComp和hero配置中添加rangeType字段
3. 重写HeroMoveSystem,根据rangeType实现差异化移动策略
4. 移除技能施放的攻击状态限制,优化AI决策逻辑
2026-01-06 18:26:18 +08:00
walkpan
fcc2aaf0a0 refactor(界面): 移除物品购买逻辑并调整卡片组件
- 删除MissionCardComp中与物品购买相关的代码逻辑
- 调整card.prefab的宽度和精灵图集引用
- 简化卡片选择逻辑,统一处理物品使用事件
2026-01-06 17:01:57 +08:00
walkpan
30172da27d fix: 更新注释并优化通知预制体结构
更新 MissionComp.ts 中的注释说明,明确boss死亡动画后的奖励处理流程
简化 notify.prefab 结构,移除不必要的子节点和组件
更新 slist.prefab 中的资源引用
2026-01-06 15:00:12 +08:00
walkpan
47575ca0b8 fix(skill): 延迟销毁技能实体以避免物理回调中直接销毁刚体
修复在物理回调中直接销毁刚体可能导致的问题,改为使用scheduleOnce延迟到下一帧销毁
2026-01-06 14:48:42 +08:00
walkpan
974a6d26b2 refactor(伤害系统): 将caster从HeroViewComp改为使用casterEid
统一伤害系统中施法者的标识方式,从直接使用HeroViewComp改为使用实体ID(casterEid)
修复反伤逻辑中可能存在的空指针问题
2026-01-06 14:28:48 +08:00
walkpan
31321a1a45 feat(技能系统): 添加施法者实体ID字段用于安全校验
在SDataCom组件中添加casterEid字段,并在Skill和SkillView中使用该字段替代原有的链式访问,提高代码安全性和可读性
2026-01-06 14:20:45 +08:00
walkpan
a32aa5ad08 fix(hero): 修复DamageQueueComp中caster可能为null时的错误
当caster或caster.ent为null时,使用可选链操作符和空值合并运算符提供默认值,避免生成eventId时出现错误
2026-01-06 12:14:14 +08:00
walkpan
c9b1583cd2 fix(游戏地图): 修复任务卡片锁定状态同步问题
添加isLocked私有变量统一管理锁定状态,确保Lock节点的显示与状态同步
修复初始化时Lock节点显示逻辑,避免初始显示异常
在广告播放成功和关闭时正确更新锁定状态
2026-01-06 11:16:44 +08:00
walkpan
b1a25d1d0e feat(任务卡片): 添加放弃选择功能并更新按钮事件处理
将关闭按钮的点击事件从直接关闭改为触发放弃选择功能
新增onGiveUp方法处理放弃逻辑,包括隐藏按钮和卡片动画
2026-01-06 11:14:00 +08:00
walkpan
c5c61c92e3 feat(界面): 完善任务卡片组件的交互功能
- 为商店类型卡片添加关闭按钮及点击事件处理
- 修复卡片选中状态显示问题,添加选中动画效果
- 优化关闭逻辑,避免按钮显示闪烁
- 启用物理系统调试绘制功能
- 禁用角色控制器中的某个节点
2026-01-06 11:12:30 +08:00
walkpan
534067f566 fix(游戏逻辑): 修复英雄初始等级和奖励触发逻辑
将SingletonModuleComp中英雄初始等级从0改为1,避免可能的逻辑错误。在MissionComp中重构奖励触发逻辑,将call_cards方法提取为独立函数并在to_fight中调用,确保战斗开始时正确触发当前等级的奖励。
2026-01-06 10:47:25 +08:00
walkpan
9a2ad300ea refactor(game/map): 拆分任务开始和结束逻辑到独立方法
将原init方法拆分为onMissionStart和onMissionEnd方法,分别处理任务开始和结束时的逻辑
新增任务结束事件监听,清理动画和状态
2026-01-05 23:21:13 +08:00
walkpan
526293cbbd feat(英雄系统): 添加友方英雄标识并调整经验获取
初始化任务卡片事件队列
修改英雄经验获取为20倍
在Hero类中添加is_friend参数标识友方英雄
调整MissionHeroComp中召唤英雄逻辑以支持友方标识
2026-01-05 22:00:11 +08:00
walkpan
6dbf031768 refactor(任务卡片): 使用close方法替代直接设置node.active
将直接设置node.active改为调用close方法,提高代码可维护性和一致性
2026-01-05 21:49:17 +08:00
walkpan
9bf8ad2625 feat(奖励系统): 实现等级奖励分发和收集品显示功能
- 新增GameEvent.UpdateCollection事件用于更新收集品显示
- 将CardType枚举移至GameSet并添加getLevelRewardType函数
- 修改MissionComp根据等级分发不同类型奖励事件
- 实现MissionGetsComp收集品数量显示功能
- 在SingletonModuleComp中添加收集品更新事件触发
2026-01-05 20:06:23 +08:00
walkpan
93e0ab083b feat(英雄系统): 添加伙伴召唤功能和可选择的英雄与技能列表
- 在SkillSet和heroSet中分别添加CanSelectSkills和CanSelectHeros常量
- 修改MissionHeroComp使用oops.message管理CallFriend事件
- 在MissionCardComp中新增Partner卡牌类型,支持召唤伙伴功能
- 完善事件处理逻辑,添加对应的事件监听和销毁
2026-01-05 19:31:03 +08:00
walkpan
1cfd74062d feat(好友系统): 添加好友召唤功能及相关事件处理
- 在GameEvent枚举中添加ToCallFriend和CallFriend事件
- 在MissionHeroComp中添加好友召唤事件处理
- 在SingletonModuleComp中添加好友记录功能
- 更新icon.prefab界面以支持好友功能
2026-01-05 19:25:44 +08:00
walkpan
df7b3d0082 feat(map): 添加任务获取组件的节点属性
为MissionGetsComp组件添加6个Node类型的属性,用于后续视图层逻辑开发
2026-01-05 18:52:25 +08:00
panw
46861fef19 refactor(MissionCardComp): 使用动态属性访问简化冗余的switch逻辑 2026-01-05 16:41:37 +08:00
panw
801659c33a feat(游戏数据): 添加天赋和技能收集记录功能
在SingletonModuleComp中添加collection字段记录天赋和技能获取情况
新增addTalentRecord和addSkillRecord方法用于记录获取次数
修改getGameDate方法返回收集记录数据
在MissionCardComp中调用记录方法
新增MissionGetsComp组件文件
2026-01-05 16:39:34 +08:00
panw
d1409770d6 refactor(game/map): 使用事件队列管理卡片显示逻辑
将直接显示卡片的逻辑改为事件队列处理,避免多个卡片显示请求冲突
2026-01-05 15:05:29 +08:00
panw
45508abca4 refactor(hero): 优化技能初始化逻辑并添加技能卡选择功能
- 移除initSkills和addSkill方法中多余的entity参数,改为使用组件内ent属性
- 在HeroSkillsComp中添加技能卡选择事件监听和处理
- 在MissionCardComp中实现技能卡选择界面和事件分发
2026-01-05 14:45:39 +08:00
panw
167297820e feat(关卡): 添加关卡锁定和解锁功能
- 在GameEvent枚举中添加新的战斗相关事件
- 实现MissionCardComp的初始化方法处理MissionStart事件
- 添加watchAdCloseLock方法处理广告解锁逻辑
- 修复prefab中Lock节点的引用问题
2026-01-05 11:15:04 +08:00
panw
e96d64a454 feat(地图): 在MissionCardComp中添加Lock节点控制
添加Lock节点属性并初始化其状态为true,用于控制任务卡片的锁定状态
2026-01-05 11:14:54 +08:00
panw
a6b7abea54 fix: 在重置组件时取消事件监听以防止内存泄漏 2026-01-05 11:00:56 +08:00
panw
9cf75a0d96 feat(界面): 为MissionCardComp添加关闭按钮和物品价格显示
在MissionCardComp组件中添加关闭按钮属性btnClose,并在显示物品卡片时增加价格信息显示。修改卡片描述逻辑,当卡片类型为物品且存在价格时,在描述后追加价格信息。
2026-01-05 09:56:44 +08:00
panw
e576d19255 feat(物品系统): 添加物品使用功能及相关配置
- 在GameEvent枚举中添加UseItemCard事件
- 创建ItemSet物品配置表,包含8种不同效果的物品
- 在HeroAttrsComp中添加物品使用逻辑,处理物品效果应用
- 修改MissionCardComp支持物品购买界面和购买逻辑
- 添加物品购买后的视觉反馈和状态管理
2026-01-05 09:54:58 +08:00
panw
08487cd944 feat(游戏数据): 在SingletonModuleComp中添加coin属性
添加coin属性以支持游戏中的货币系统
2026-01-05 09:31:05 +08:00
walkpan
fe64f5bc87 feat(界面动画): 为任务卡片添加显示和选中动画效果
添加卡片显示时的渐入动画和选中时的缩放动画,提升用户体验。包括:
- 卡片首次显示时依次渐入
- 选中卡片时未选中卡片缩小消失
- 选中标记添加弹性动画
- 选中卡片添加轻微弹跳效果
2026-01-04 23:45:17 +08:00
walkpan
9f3a874cac fix(游戏地图): 修复英雄升级事件处理并恢复任务卡关闭延迟
取消英雄升级奖励界面的直接显示,改为分发天赋选择事件
恢复任务卡选中后的延迟关闭效果,提升玩家体验
2026-01-04 23:41:18 +08:00
walkpan
01431f1d53 fix: 调整英雄刘邦属性和技能范围,优化移动边界逻辑
- 将刘邦的攻击距离从100增加到120
- 调整战士移动边界从±420到±280
- 修改怪物移动逻辑,x>280时允许移动攻击
- 关闭部分prefab的_active状态
- 增加技能5000和6001-6002的攻击距离
2026-01-04 23:19:24 +08:00
walkpan
20be2ae135 feat(战斗系统): 添加击退概率和控制抗性属性并调整击退逻辑
为英雄和怪物添加BACK_CHANCE和CON_RES属性
修改击退判定逻辑,考虑攻击者的击退概率和被攻击者的控制抗性
移除直接调用targetView.back()的硬编码击退逻辑
2026-01-04 23:00:41 +08:00
walkpan
9ab8ccdb92 refactor(组件): 添加组件销毁时的资源清理逻辑并移除无用文件
在TopComp、move和HeroAnmComp组件中添加onDestroy方法,用于清理事件监听
移除已不再使用的MInfoComp组件及其meta文件
2026-01-04 22:24:54 +08:00
walkpan
66ab6bc2cd feat(英雄组件): 添加天赋选择事件处理逻辑
为TalComp组件添加对GameEvent.UseTalentCard事件的监听和处理,当收到天赋选择事件时调用addTal方法添加对应天赋
2026-01-04 20:23:30 +08:00
walkpan
5648c5fbe2 feat(地图): 添加卡片类型枚举并支持多种卡片数据
扩展MissionCardComp以支持多种卡片类型,添加CardType枚举
修改卡片数据处理逻辑,使其不局限于天赋类型
为后续添加技能和药水卡片类型预留扩展点
2026-01-04 20:23:23 +08:00
walkpan
71026ae9a5 feat(天赋系统): 实现天赋选择功能并完善卡片交互逻辑
添加天赋选择事件触发机制,在战斗开始时触发天赋选择界面
重构MissionCardComp类,实现天赋卡片的随机生成、显示和选择功能
为卡片添加选中状态标记和交互处理
更新prefab资源以支持新的天赋选择界面
2026-01-04 19:03:00 +08:00
walkpan
f7622202f8 feat(map): 新增任务卡片组件及UI布局
添加 MissionCardComp.ts 组件用于处理任务卡片逻辑
在 card.prefab 中新增名称标签及相关UI组件
组件支持卡片数据更新和显示控制
2026-01-04 18:42:57 +08:00
walkpan
30b62f1c33 refactor(gui): 优化角色控制器预制体结构并简化属性配置
移除冗余节点和组件,调整ID引用关系,简化prefab配置
2026-01-04 18:20:00 +08:00
walkpan
9e56aeda6f fix: 调整组件注册和调试模式设置
将TalComp组件注册参数改为true以启用组件
关闭HeroAtkSystem的调试模式
2026-01-04 18:19:47 +08:00
panw
9ada743451 feat(英雄天赋): 添加升级事件监听以触发天赋更新
监听英雄升级事件,当等级提升时自动更新升级类型的天赋进度
2026-01-04 16:49:43 +08:00
panw
7309f98b51 feat(英雄): 为主角添加天赋组件支持
只有主角角色会初始化天赋组件,用于管理角色的天赋系统
2026-01-04 16:42:02 +08:00
panw
497d1f18d8 refactor(英雄属性): 重构英雄升级逻辑并移除无用meta文件
将英雄升级逻辑从MissionComp迁移到HeroAttrsComp中集中处理
移除两个无用的TypeScript meta文件
2026-01-04 16:39:18 +08:00
panw
958a030075 refactor(hero): 修改TalComp中属性效果处理逻辑
将永久属性效果的处理从直接修改属性值改为添加buff配置,提高代码可维护性和一致性
2026-01-04 16:12:53 +08:00
panw
7d503c2f79 refactor(game): 重构天赋系统,移除MP效果并添加属性永久加成
- 删除HeroAttrEvent.ts文件及相关MP效果处理
- 将TalEffet.STATS重命名为TalEffet.ATTR以更准确描述功能
- 调整部分天赋配置数值和触发条件
- 新增风怒属性永久加成功能
2026-01-04 15:59:33 +08:00
walkpan
190cbc4281 feat(评分系统): 添加游戏评分标准配置和结算逻辑
添加 ScoreSet.ts 配置文件定义评分权重和等级阈值
在 VictoryComp.ts 中实现总分计算逻辑,根据战斗行为、伤害、击杀等多项指标计算最终得分
2026-01-03 23:28:31 +08:00
walkpan
3ed0a2ebac feat(游戏统计): 添加击杀统计字段到游戏分数统计
在GameScoreStats接口和SingletonModuleComp类中添加近战怪、远程怪、精英怪和Boss的击杀数量统计字段,用于追踪玩家对不同类型敌人的击杀情况
2026-01-03 23:23:47 +08:00
walkpan
505724de83 feat(游戏统计): 添加游戏单局统计数据接口和实现
添加 GameScoreStats 接口用于记录游戏单局的各种统计数据,包括战斗、伤害、生存和资源统计
在 SingletonModuleComp 中实现 scores 对象来存储这些统计数据
2026-01-03 23:20:07 +08:00
walkpan
b365783e60 fix(hero): 修复怪物移动时状态切换问题
refactor(gui): 调整胜利界面布局和组件ID
2026-01-03 23:10:58 +08:00
walkpan
f456e93fd8 fix(hero): 修复英雄视图初始化时未更新信息的问题
在HeroViewComp初始化时调用smc.updateHeroInfo更新英雄信息,确保视图与模型同步
2026-01-03 22:03:34 +08:00
walkpan
e2ffd739c8 fix(hero): 修复英雄视图初始化时血条显示状态问题
重置血条UI显示状态以确保模型存在时正确显示
2026-01-03 21:58:02 +08:00
walkpan
9f08d19742 fix: 重置怪物移动参数和英雄视图状态
在Monster类中重置移动参数确保怪物行为一致
在HeroViewComp中初始化状态变量防止未定义行为
2026-01-03 21:57:57 +08:00
walkpan
72a10e9b27 chore: 删除未使用的GUI资源文件和相关元数据 2026-01-03 20:29:58 +08:00
walkpan
a54f26493d refactor(gui): 更新加载界面资源及配置
- 删除未使用的背景资源mp2.png及其相关文件
- 更新umps.plist和umps.png资源文件
- 调整loading.prefab的激活状态和位置
- 优化资源引用和配置
2026-01-03 20:28:08 +08:00
walkpan
1c36718876 feat(ui): 添加加载界面并集成到胜利场景中
在胜利场景中添加新的加载界面元素,包括:
1. 创建loading.prefab资源文件
2. 在MissionHomeComp中处理MissionStart事件
3. 在VictoryComp中控制loading节点的显示逻辑
4. 更新victory.prefab结构以包含loading节点
2026-01-03 20:21:00 +08:00
walkpan
2d79e9d064 fix(游戏逻辑): 修复任务结束时的UI移除时机并重置英雄数据
调整VictoryComp中UI节点移除的时机,确保在MissionStart事件之后执行
在MissionComp中添加英雄数据和金币的初始化逻辑,确保每局游戏开始时状态重置
2026-01-03 20:20:49 +08:00
walkpan
063b882879 feat(英雄系统): 添加英雄复活机制并调整死亡处理逻辑
初始化英雄时添加复活次数属性
修改英雄死亡事件触发条件为复活次数耗尽
移除HeroViewComp中重复的死亡事件触发
2026-01-03 19:58:12 +08:00
walkpan
4a2768cb13 refactor(游戏逻辑): 统一使用is_master判断玩家角色并简化暂停逻辑
将多处使用FacSet.HERO判断玩家角色的代码改为使用is_master属性
将stop_mon_action控制逻辑简化为统一的pause状态管理
在MissionComp初始化时确保pause状态正确重置
2026-01-03 19:33:53 +08:00
walkpan
e343e26862 refactor(游戏逻辑): 拆分游戏暂停和播放状态的检查条件
将多处 `if(!smc.mission.play || smc.mission.pause)` 条件判断拆分为独立的if语句
在VictoryComp中正确设置pause状态
移除MissionComp中多余的pause状态重置
2026-01-03 19:04:41 +08:00
walkpan
b8fb70c0cf feat(战斗系统): 实现英雄复活机制并优化结算界面
- 在MissionComp中添加复活次数管理及复活成功回调
- 修改VictoryComp支持复活功能,包括广告复活和英雄状态恢复
- 调整结算界面布局和按钮显示逻辑
- 优化游戏结束流程,合并FightEnd逻辑
- 修改HeroViewComp中realDeadTime为更合理的值
2026-01-03 18:50:00 +08:00
walkpan
acb564123d feat(界面): 修改战斗结束逻辑并添加复活按钮
- 将战斗结束事件处理从"to_end_fight"改为"open_Victory"
- 将MissionHeroComp中的FightEnd事件监听改为MissionEnd
- 在胜利界面添加"满血复活"按钮及相关组件
- 调整部分节点位置和激活状态
2026-01-03 18:05:58 +08:00
walkpan
cade854fc7 feat(游戏事件): 添加复活成功事件并优化英雄死亡逻辑
- 在GameEvent枚举中添加ReviveSuccess事件
- 在SingletonModuleComp中添加score字段用于记录分数
- 移除HeroViewComp中无用的战斗结束相关代码
- 优化英雄死亡逻辑,只有主角死亡才触发游戏结束判定
2026-01-03 18:05:32 +08:00
walkpan
08c153ee5d fix(战斗系统): 修复角色状态切换和击退效果的问题
- 在HeroMove和MonMove系统中增加攻击状态检查,避免攻击时被错误切换为待机状态
- 为HeroAtkSystem添加受击者击退效果
- 优化HeroViewComp的击退逻辑,包括英雄和怪物,并修复重复触发问题
- 修复怪物死亡后状态切换问题
2026-01-03 13:41:08 +08:00
walkpan
1cce4ce361 feat(英雄系统): 添加英雄复活机制并控制怪物行为
实现英雄复活功能,当英雄死亡且有复活次数时延迟复活
新增is_reviving状态标记复活中状态
英雄死亡或复活时通过stop_mon_action控制怪物停止刷新和移动
2026-01-03 11:17:04 +08:00
walkpan
56452795bb feat(英雄系统): 实现英雄升级和经验系统
- 在 HeroViewComp 中扩展怪物死亡事件数据,包含等级和类型信息
- 在 SingletonModuleComp 中实现完整的经验计算和升级逻辑
- 在 MissionComp 中添加经验获取和升级事件处理
- 在 RogueConfig 中添加经验计算公式和怪物经验配置
- 添加等级同步机制防止ECS数据覆盖
2026-01-03 10:09:35 +08:00
walkpan
7583ca7a37 feat(怪物生成): 添加全局配置系统并优化怪物生成逻辑
引入全局配置接口 IRogueGlobalConfig 用于集中管理怪物生成参数
添加配置获取和更新方法 getRogueConfig/updateRogueConfig
修改生成逻辑使用配置参数控制间隔、数量限制和预算计算
增加单次生成数量限制和同屏怪物数量限制
2026-01-03 09:28:04 +08:00
walkpan
2591fb849e refactor(game/map): 移除未使用的怪物配置表和枚举
清理精英怪物配置表、Boss怪物配置表和怪物类型枚举,这些代码当前未被使用且可能造成混淆
2026-01-03 09:27:53 +08:00
walkpan
c94255cc02 fix: 修复英雄销毁和任务开始时的残留问题
在Hero.ts中增加销毁节点的逻辑,防止视觉残留
在MissionComp.ts中清理回调函数和组件,避免上一局残留影响新局
2026-01-03 09:17:53 +08:00
walkpan
a758d48914 refactor(battle): 使用GameConst统一管理魔法数字
将战斗系统中的硬编码数字替换为GameConst中的常量定义,包括AI检测频率、技能延迟、索敌范围等
2026-01-03 09:05:13 +08:00
walkpan
20a7c85b14 refactor(SkillSet): 优化技能配置接口格式并添加注释
- 将SkillConfig接口改为多行格式,每字段添加注释说明
- 移除不再使用的DType字段
- 添加call_hero可选字段注释
- 保持原有技能数据不变,仅调整格式
2026-01-03 08:42:47 +08:00
walkpan
c948c3e0bd feat(英雄技能): 添加AI检测计时器并优化技能目标选择逻辑
为HeroSkillsComp添加ai_timer属性用于AI行为降频处理,每0.2秒执行一次技能检测
优化SACastSystem中技能目标选择逻辑,移除冗余的类型转换并明确SkillConfig类型
2026-01-03 08:28:49 +08:00
walkpan
a9884cf020 fix: 移除施法起始位置的Y轴偏移
施法起始位置的Y轴偏移30是多余的,直接使用施法者位置即可
2026-01-03 00:03:51 +08:00
walkpan
19d36a8532 fix: 调整技能施放时的高度偏移量从50降至30
统一技能施放和目标检测时的高度偏移量,使逻辑更加一致
2026-01-03 00:01:26 +08:00
walkpan
8780086b50 fix(hero): 移除蓝条显示逻辑及相关更新检查
由于怪物不需要显示蓝条,直接移除蓝条的显示逻辑及相关更新检查,简化代码
2026-01-03 00:01:17 +08:00
walkpan
0a7903f138 refactor(英雄系统): 优化技能距离计算和伤害处理逻辑
移除getMaxSkillDistance方法的MP参数,改为内部处理
在应用伤害后添加英雄数据更新到VM的操作
2026-01-02 23:53:19 +08:00
walkpan
7cb87433a1 feat(技能系统): 实现技能移动系统并优化位置计算
- 新增SMoveSystem处理技能移动逻辑,支持多种移动类型
- 使用Vec3.lerp优化直线运动的位置计算
- 调整技能起始位置y轴偏移量
- 为线性移动类型添加方向旋转功能
2026-01-02 23:52:52 +08:00
walkpan
27ad7784c9 refactor(HeroMove): 移除不必要的朝向缓存优化逻辑
简化英雄移动系统,删除currentFacing缓存和setFacing方法
2026-01-02 23:38:47 +08:00
walkpan
557e43ed29 refactor(skill): 重构技能系统以支持对象池复用
将技能节点管理改为使用对象池模式,提高性能
添加技能节点复用时的初始化逻辑
统一技能组件获取和重置方式
更新英雄配置中的默认技能
2026-01-02 23:37:20 +08:00
walkpan
81f55a796d refactor(hero): 优化英雄对象池管理及视图初始化
- 在Monster类中实现多键对象池管理,提升英雄节点复用效率
- 将HeroViewComp的初始化逻辑提取到独立init方法,便于对象池复用时重置状态
- 移除HeroSpine中冗余的onDestroy方法
- 修复HeroViewComp中方向缩放计算问题,确保scale.x为正
- 优化碰撞体启用逻辑,延迟一帧确保物理系统正确注册
- 清理HeroViewComp中残留的定时器和缓动
2026-01-02 23:27:05 +08:00
walkpan
2c7a628921 refactor(技能系统): 移除技能MP消耗相关逻辑
技能系统不再需要处理MP消耗,简化了技能施放和检查逻辑
2026-01-02 23:10:44 +08:00
walkpan
7d947db6b5 fix(英雄系统): 修复技能消耗和MP更新逻辑
移除怪物不消耗MP的特殊处理,统一使用add_mp方法更新MP值
更新刘邦的技能配置,修正重复技能ID问题
2026-01-02 22:50:07 +08:00
walkpan
f5ded0d314 refactor(hero): 重构英雄属性同步机制和任务组件
- 在HeroAttrsComp中添加smc.updateHeroInfo调用以同步英雄数据
- 移除MissionComp中冗余的UI状态管理代码
- 在SingletonModuleComp中新增updateHeroInfo方法集中处理英雄数据同步
- 调整heroSet中英雄基础防御值为0
- 添加任务时间倒计时功能
2026-01-02 22:12:43 +08:00
walkpan
a9e7b5c464 feat(英雄): 添加is_master参数控制英雄主从状态
修改Hero类的load方法和MissionHeroComp类的addHero方法,增加is_master参数
用于区分主控英雄和从属英雄,取代之前硬编码的true值
2026-01-02 19:28:43 +08:00
walkpan
10e287c134 refactor(game): 重构英雄数据结构和添加状态栏更新功能
- 将hero_data重命名为hero并调整属性结构
- 添加hp/mp初始值和最大值
- 新增暴击率(crt)属性
- 增加金币初始值
- 在MissionComp中添加状态栏(hp/mp/exp)更新逻辑
2026-01-02 19:21:41 +08:00
walkpan
8c88e84fae refactor(hero): 调整英雄顶部UI布局和属性配置
- 重命名部分节点名称以更清晰表达用途
- 调整进度条宽度和位置
- 更新颜色值和文件ID
- 优化组件激活状态
2026-01-02 17:42:17 +08:00
walkpan
c40414173d refactor(tooltip): 优化提示系统使用对象池并改进动画效果
重构提示系统,引入对象池管理节点提升性能,改进动画效果包括缩放、位移和淡出,调整提示位置和层级防止重叠,修复父节点翻转时的显示问题
2026-01-02 17:27:53 +08:00
walkpan
ebd67472c7 refactor(英雄视图): 优化血条显示逻辑
将基于持续时间的血条显示机制改为基于最后更新时间
初始隐藏血条,仅在属性更新时显示
添加2秒无更新自动隐藏功能
2026-01-02 15:50:12 +08:00
walkpan
b99f75b1b9 refactor(ui): 调整英雄顶部UI元素的位置和尺寸
- 修改多个UI元素的y轴位置和高度值
- 禁用部分UI组件
- 移除冗余的instance和targetOverrides字段
2026-01-02 15:23:55 +08:00
walkpan
e9abbefe9d fix(英雄技能系统): 修复怪物释放技能时消耗蓝量的问题
修改技能释放逻辑,当单位是怪物时使用无限蓝量进行检查且不扣除蓝量
2026-01-02 15:23:25 +08:00
walkpan
7b69700f14 fix(英雄视图): 修复怪物显示蓝条的问题
根据角色阵营决定是否显示蓝条,仅英雄角色显示
2026-01-02 15:19:50 +08:00
walkpan
ed728bd1b9 fix(碰撞处理): 增加防御性检查并优化英雄死亡时的碰撞体处理
在SkillView中添加对目标实体是否存在的检查,避免访问已销毁实体
在HeroViewComp中死亡时禁用碰撞体,防止"尸体"参与后续碰撞
2026-01-02 15:08:30 +08:00
walkpan
f3039eb47b feat(怪物): 添加怪物y轴移动逻辑和死亡时间优化
为怪物添加y轴移动能力,使其能够向目标y坐标移动。同时优化怪物死亡时间,使用单独的monDeadTime变量控制怪物死亡时间,区别于英雄的realDeadTime。主要修改包括:
1. 在MonMoveComp中添加targetY字段用于y轴移动目标
2. 实现y轴移动逻辑和位置检查
3. 为HeroViewComp添加monDeadTime字段并应用
2026-01-02 14:53:44 +08:00
walkpan
91129505d2 fix(游戏平衡): 调整怪物生成参数和预算计算
- 修改MonSet中的坐标参数以优化怪物生成位置
- 降低基础预算值防止队列积压
- 增加怪物生成间隔时间并移除暂停机制
2026-01-02 14:40:43 +08:00
walkpan
ffa6bbec6f feat(战斗系统): 扩展为4条战斗线路并调整相关配置
- 将战斗线路从2条扩展为4条,新增LINE3和LINE4
- 修改Monster生成逻辑以支持4条线路
- 更新英雄刘邦的技能配置
- 调整基础攻击技能消耗为0
- 更新地图预制体以包含新增线路
2026-01-02 00:03:07 +08:00
walkpan
ad4fd30314 feat(怪物系统): 实现基于威胁预算的动态刷怪机制
新增威胁预算系统,根据游戏时间和英雄血量动态生成怪物
- 添加 HeroAttrsComp 查询获取英雄血量比例
- 实现 calculateBudget 计算当前威胁点数
- 实现 generateMonstersFromBudget 根据预算生成怪物
- 添加每秒刷怪逻辑到 MissionMonComp
- 定义不同时间段的怪物生成权重配置
2026-01-01 23:49:23 +08:00
walkpan
95f216e6e7 feat(怪物系统): 添加游戏时间参数影响怪物属性计算
在怪物加载和生成逻辑中添加gameTime参数,用于动态成长系统根据游戏时间调整怪物属性
2026-01-01 23:39:22 +08:00
walkpan
5bef0bebbb refactor(game): 重构怪物配置和数值平衡
- 将Design4.csv从旧版配置迁移为新版uuid格式
- 更新怪物属性数值以匹配新的威胁点数池算法
- 调整英雄配置信息以配合新的怪物设计
- 移除旧版怪物配置文档,更新为新的设计文档
2026-01-01 23:34:25 +08:00
walkpan
0cbc8f9905 feat(怪物系统): 实现动态成长属性和改进刷怪逻辑
- 在Mon.ts中使用新的getMonAttr获取动态成长属性,包括速度
- 重构MissionMonComp.ts的刷怪逻辑,使用配置中的位置信息
- 重写RogueConfig.ts,实现基于波次和时间的动态属性成长系统
- 移除未使用的随机事件相关代码,简化刷怪队列结构
2026-01-01 23:28:02 +08:00
walkpan
1f4ab6a98a feat(怪物配置): 重构怪物属性与配置,添加新类型和属性
- 在HeroAttrs.ts中添加BOOLEAN类型和LUCK属性
- 新增怪物特殊属性:攻击/伤害触发计数重置和自爆怪
- 重构heroSet.ts中的怪物配置,简化类型并调整数值
- 新增兽人系列怪物配置,优化怪物类型分布和战斗体验
2026-01-01 22:45:32 +08:00
walkpan
ffb8b84f80 refactor(game): 重构英雄信息接口并清理天赋数据
重构 heroInfo 接口,添加详细注释说明各字段用途
移除所有英雄配置中的空天赋数组(tal)以简化数据
2026-01-01 22:16:32 +08:00
walkpan
5e9494e4f8 refactor(战斗系统): 简化属性系统并移除魔法相关属性
移除魔法攻击(MAP)、魔法防御(MDEF)、元素抗性等冗余属性
将伤害减免统一由DEF属性处理,重命名CRITICAL_RESIST为CRITICAL_RES
更新相关技能、天赋和怪物配置以适应新的属性系统
删除未使用的职业成长系数配置和基础属性映射逻辑
2026-01-01 22:08:26 +08:00
walkpan
e50431dbd6 feat(怪物系统): 添加怪物配置和基础技能
- 删除旧的Design4.md设计文档
- 新增Design4.csv和Design4_monsters.md怪物配置表
- 在SkillSet.ts中添加怪物基础近战和远程攻击技能
- 调整heroSet.ts中怪物单位的属性和技能配置
2026-01-01 20:14:28 +08:00
walkpan
607e937008 fix: 调整英雄刘邦的MP值和技能消耗
将英雄刘邦的MP值从85提升至200以增强其持续战斗能力
将技能"反伤"和"水球"的消耗值从10降低至0以平衡游戏体验
2026-01-01 15:19:27 +08:00
walkpan
fa0c6dbf94 fix(技能系统): 修复治疗和护盾效果不触发的问题并调整技能配置
修改SACastSystem中add_hp和add_shield方法的参数,使治疗和护盾效果能够正确触发
调整技能6102和6103的配置,包括冷却时间和buff类型
2026-01-01 15:06:50 +08:00
walkpan
a156ddfc2f feat(技能系统): 添加buff技能支持并增强属性变更日志
添加buff技能类型支持,包括目标选择、施放逻辑和效果应用
在HeroAttrsComp中增加属性变更的详细日志输出
为治疗和护盾技能添加执行日志
2026-01-01 14:40:13 +08:00
walkpan
a5e6426296 feat(英雄配置): 为刘邦添加新技能并调整技能冷却时间
为英雄刘邦添加技能6100和6102,同时调整技能6100、6101和6102的冷却时间
2026-01-01 14:31:05 +08:00
walkpan
03a4f49ee5 feat(技能系统): 调整技能配置并添加buff效果
修改多个技能的冷却时间和效果描述,为强壮和群体强壮技能添加攻击力提升的buff效果
2026-01-01 14:30:36 +08:00
walkpan
c9fdca90fb feat(技能系统): 优化技能逻辑并添加新技能配置
- 将hasAllyInSkillRange重命名为hasTeamInSkillRange以更好反映功能
- 修正治疗和护盾技能的计算公式,改为基于最大生命值的百分比
- 为所有技能添加10点消耗值
- 新增6102和6103两个团队增益技能配置
- 注释掉物理调试绘制代码
- 添加游戏设计文档初始内容
2026-01-01 14:02:23 +08:00
walkpan
7a6d04f6c9 fix(英雄攻击系统): 添加护盾状态脏标记以同步状态变化
在护盾完全或部分吸收伤害时,设置dirty_shield标记以确保状态同步
2026-01-01 13:37:25 +08:00
walkpan
8d9eb61d7a refactor(game): 调整英雄和怪物属性配置
- 修改英雄刘邦的初始生命值和技能配置
- 统一将英雄和怪物的魔法攻击(map)初始值设为0
- 调整怪物的攻击速度(as)为3
- 修改技能6100和6101的动作类型从"buff"改为"atk"
- 禁用hk1.prefab的_active属性
2026-01-01 13:17:48 +08:00
walkpan
0ec1dcfd0d feat(护盾系统): 完善护盾功能并添加吸收提示
- 在GameSet.ts中添加shield类型提示
- HeroViewComp新增shield_tip方法显示护盾吸收值
- 修改HeroAttrsComp移除护盾值上限限制
- TooltipCom添加shield类型提示处理
- 调整SACastSystem中治疗和护盾技能计算方式
- HeroAtkSystem优化护盾吸收逻辑并添加吸收提示
2025-12-31 23:36:55 +08:00
walkpan
f858580b34 fix: 调整英雄hk1和护盾buff的坐标及缩放参数
修改hk1英雄的y轴坐标和激活状态,调整护盾buff的y轴位置和缩放比例,使视觉效果更符合预期
2025-12-31 22:38:10 +08:00
walkpan
be7740e2b6 feat(技能): 添加治疗和魔法盾基础技能配置
- 新增治疗(6100)和魔法盾(6101)基础技能配置
- 删除旧的heath技能资源文件
- 添加新的heathed动画和预制体资源
- 调整水球技能(6005)的ap和map参数
2025-12-31 22:33:14 +08:00
walkpan
beb0f9feb4 feat(技能系统): 添加治疗和护盾技能支持
实现治疗和护盾技能的基础功能,包括:
1. 在SACastSystem中添加对治疗和护盾技能类型的支持
2. 新增技能目标选择逻辑,根据技能类型选择敌人或友军
3. 添加buff动画效果和技能提示
4. 更新刘邦的技能配置为护盾技能
5. 移除不再使用的EndAnm相关文件
2025-12-31 19:50:27 +08:00
walkpan
35b677ec7a feat(技能): 添加治疗和魔法盾基础技能配置
- 新增治疗(6100)和魔法盾(6101)基础技能配置
- 删除旧的heath技能资源文件
- 添加新的heathed动画和预制体资源
- 调整水球技能(6005)的ap和map参数
2025-12-31 19:35:25 +08:00
panw
f9cde1c387 docs: 添加肉鸽怪物刷新机制设计方案文档
添加详细的肉鸽游戏怪物刷新机制设计方案,包含ERG需求模型、心流设计、局内成长系统、英雄解锁系统、IAA广告植入点等核心机制
2025-12-31 17:24:29 +08:00
panw
7f64e1c4b9 refactor(hero): 简化护盾显示逻辑并移除冗余检查
移除对top_node活跃状态的冗余检查,直接使用其活跃状态作为前置条件
合并护盾显示的条件判断,简化进度条更新逻辑
2025-12-31 16:43:47 +08:00
panw
d915dfa121 fix(hero): 修正攻击和buff动画的播放条件
将攻击和buff动画的播放条件从检查"atk0"和"buff"改为检查"max0"是否正在播放,避免动画冲突
2025-12-31 16:09:58 +08:00
panw
b0b31bf81f feat(英雄组件): 重构HeroAttrsComp解耦数据与表现层
- 移除HeroAttrsComp中对HeroViewComp的直接依赖,改为脏标签机制
- HeroViewComp改为在update中检查脏标签按需更新UI
- 优化护盾显示逻辑,即使top_node不活跃也更新状态
- 消除双重UI更新,提升性能
2025-12-31 16:07:19 +08:00
panw
e1e156fa5b refactor(hero): 移除视图层直接更新逻辑,使用脏标签机制
- 在HeroViewComp中移除hp_show和mp_show的直接调用
- 在HeroAttrsComp中不再直接调用视图层方法
- 使用脏标签机制(dirty flag)来触发UI更新
2025-12-31 15:51:06 +08:00
panw
05b82a912a perf(英雄属性): 使用脏标签模式优化属性UI更新性能
在 HeroAttrsComp 中添加脏标签标记,仅在属性变化时更新UI
移除 HeroViewComp 中每帧不必要的UI更新调用
添加文档说明优化方案
2025-12-31 14:49:53 +08:00
panw
bb0ed6a9c3 refactor(hero): 重命名属性事件队列并添加添加方法
将 HeroAttrEvent 类中的 AttrEvent 属性重命名为 AttrEvents 以更符合命名规范
添加 addAttrEvent 方法以封装事件添加逻辑
移除不必要的注释以保持代码简洁
2025-12-31 14:16:44 +08:00
panw
707f8ab1cb feat(hero): 添加英雄属性事件处理系统及组件
添加 HeroAttrEvent 组件用于存储属性变更事件队列
添加 HeroAttrEventSystem 系统用于处理属性变更事件并更新角色属性
2025-12-31 10:56:42 +08:00
panw
9d17707c3b docs(设计文档): 补充天赋系统与英雄属性的边界定义
明确属性型与机制型天赋的区别,建立配置规范:
1. 属性型效果必须使用 Attrs 作为 Key
2. 机制型效果需使用独立枚举 Mechanic
3. 新增配置校验规则避免误用
2025-12-31 09:30:11 +08:00
panw
785b92d2ba fix(天赋系统): 修复天赋计数配置失效和key混用问题
- 在TalComp.addTal中正确使用tConf.count作为初始计数,避免写死为1导致计数型天赋失效
- 统一使用Attrs枚举作为key,解决TalEffet和Attrs混用导致的天赋效果读取失败问题
2025-12-31 09:14:20 +08:00
walkpan
c48694c8ed fix(英雄属性): 修复百分比属性计算错误并统一数值格式
refactor(配置表): 将百分比属性值从小数改为整数形式
fix(技能): 修正回血回蓝天赋的百分比值从1%改为10%
fix(护盾): 添加百分比护盾值计算
style(资源): 移除角色控制器中无用的_atlas引用
chore(元数据): 添加Design2和Design3的元数据文件
2025-12-30 22:47:13 +08:00
walkpan
f43e0a75e5 refactor(HeroSkills): 优化技能冷却时间计算逻辑
使用技能配置中的hset属性代替数组索引判断攻击类型
添加速度加成下限保护防止除零错误
简化条件判断并移除冗余代码
2025-12-30 22:41:27 +08:00
walkpan
83e3f14bc7 docs: 添加技能系统优化设计方案文档
添加 Design2.md 和 Design3.md 详细设计方案文档,包含技能系统优化建议和扩展设计
更新 todo.md 记录当前系统存在的关键问题
2025-12-30 22:40:44 +08:00
walkpan
e1ba871d73 refactor(game): 重命名获取天赋选项函数为getTalentBuffs以更准确描述功能 2025-12-26 16:22:20 +08:00
walkpan
ab17a96d2e Merge branch 'main' of ssh://dev.eoxnet.com:40086/pixelheros 2025-12-26 13:17:20 +08:00
walkpan
c9627261a2 chore: 添加游戏配置文件的meta文件
添加TDEnabledAttrs.ts和TDLevelOptions.ts的meta配置文件,用于管理资源元数据
2025-12-26 13:17:18 +08:00
panw
dd8536833a refactor(英雄属性): 移除魔法攻击相关属性并重构天赋系统
- 移除英雄和怪物类中的魔法攻击(MAP)相关属性
- 重命名getRandomOptions为getNormalBuffs以更准确表达功能
- 新增getTalentOptions函数用于从天赋池中随机获取天赋
- 清理无用注释和空行
2025-12-26 11:01:09 +08:00
walkpan
8eedc2b4dd feat(塔防): 添加属性配置和等级成长系统
添加塔防生效属性配置文件 TDEnabledAttrs.ts,集中管理游戏属性
实现塔防等级成长系统 TDLevelOptions.ts,包含1-20级强化配置
调整数值平衡,除AP/HP_MAX外所有属性强度减半
2025-12-25 20:55:49 +08:00
panw
96d72599b5 refactor(gui): 移除未使用的资源文件并调整英雄技能显示
删除未使用的图片和prefab资源文件
调整英雄控制器prefab的位置和尺寸
修改英雄信息组件显示技能信息而非魔法防御属性
更新胜利界面prefab的布局和样式
2025-12-24 11:06:08 +08:00
walkpan
5068391881 feat(gui): 添加umps图片资源及相关配置文件
添加新的GUI图片资源umps.png及其对应的.plist和.meta配置文件,同时调整ubtns.plist.meta中的边框值
2025-12-24 08:59:15 +08:00
panw
db64b1c009 refactor(UI): 移除多余节点激活逻辑并更新预制体配置
移除HInfoComp和VictoryComp中多余的节点激活代码
更新card.prefab的节点结构和组件引用
调整ubtns.plist.meta中的纹理坐标和旋转配置
2025-12-23 15:52:09 +08:00
walkpan
cdfdec2845 refactor(assets): 更新GUI按钮资源坐标和纹理配置
调整ubtns.plist文件中多个按钮的纹理坐标和旋转属性,优化资源布局
2025-12-23 14:39:59 +08:00
panw
14164c8243 refactor(gui): 清理并优化卡片和图标背景预制件
移除未使用的节点并简化组件结构
更新颜色和激活状态以匹配设计需求
2025-12-23 14:36:09 +08:00
panw
d46ed69189 feat(gui): 更新UI背景资源,调整尺寸、颜色和布局
- 修改bar.prefab、barr.prefab、barb.prefab的尺寸和颜色配置
- 更新card.prefab和icon.prefab的节点结构和样式
- 添加多种颜色变体的背景资源
2025-12-23 11:00:58 +08:00
walkpan
b33458bfc0 refactor(gui): 更新ubtns.plist和ubtns.png资源文件
调整精灵帧坐标和旋转属性,优化纹理打包布局
2025-12-23 09:42:39 +08:00
walkpan
65e1f3759b refactor(assets): 更新GUI资源文件及纹理坐标配置 2025-12-23 09:38:16 +08:00
walkpan
690b9148fb chore: 更新ubtns.png图片资源 2025-12-23 08:56:13 +08:00
panw
865b6aee5a feat(gui): 新增卡牌背景预制体资源 2025-12-23 08:51:39 +08:00
walkpan
4ea6dfd41b feat(gui): 添加新的icon预制体资源
添加新的icon预制体资源文件及其元数据,用于界面背景图标显示
2025-12-22 23:50:16 +08:00
walkpan
9837337265 refactor(gui): 重构进度条和背景资源结构
- 删除旧的bar.prefab文件
- 新增多种颜色的进度条prefab文件(bar, barb, barg, barr, barw, bary)
- 调整btn_yellow.prefab的尺寸和位置
- 简化bg_info.prefab的结构,移除边框和角落装饰
- 更新相关图片资源引用
2025-12-22 20:16:18 +08:00
panw
a8e3723f3d feat(gui): 更新UI元素样式和布局
调整按钮、进度条和背景的样式及位置
更新精灵图集引用和尺寸配置
修改进度条模式和填充颜色
2025-12-22 16:53:10 +08:00
walkpan
dfa8e93b52 chore(assets): 更新GUI资源文件及对应的plist配置
更新了uicons.png和uinfos.png图片资源,并调整了uinfos.plist中的精灵帧配置
2025-12-22 15:44:21 +08:00
walkpan
571a387218 refactor(assets): 更新GUI资源图集坐标和纹理信息 2025-12-22 15:38:22 +08:00
panw
84d10a7aca refactor(gui): 更新背景信息预制件的节点名称和尺寸配置
- 重命名节点以简化命名规范
- 调整背景和边框的尺寸及缩放比例
- 更新精灵帧和颜色配置
- 修改部件边距和锚点设置
2025-12-22 15:37:25 +08:00
panw
993fd4ebac refactor(gui): 更新ubgs.plist中的纹理坐标和尺寸配置
调整多个UI元素的纹理坐标位置和旋转状态,优化资源布局
2025-12-22 15:30:53 +08:00
walkpan
18b1c3346a refactor(gui): 更新ubgs.plist和ubgs.png的纹理坐标和元数据 2025-12-22 15:29:34 +08:00
panw
366e72d72d refactor(HInfoComp): 简化节点路径查找逻辑
style(btn_yellow.prefab): 调整按钮位置和大小
docs(ubgs.plist.meta): 更新精灵帧元数据信息
2025-12-22 15:29:28 +08:00
panw
ee1072c0dc Merge branch 'main' of ssh://dev.eoxnet.com:40086/pixelheros 2025-12-22 15:16:18 +08:00
walkpan
b578b1f4ae Merge branch 'main' of ssh://dev.eoxnet.com:40086/pixelheros 2025-12-22 15:16:19 +08:00
walkpan
b376818f68 feat(gui): 更新UI资源图片及plist文件配置
- 新增infos.png.meta元数据文件
- 更新ubgs.png和ubtns.png图片资源
- 调整ubgs.plist和ubtns.plist中的纹理坐标和尺寸配置
- 添加多种按钮状态和样式的配置项
2025-12-22 15:16:17 +08:00
panw
129f9aff1e ui变动 2025-12-22 15:16:15 +08:00
panw
925577a3d6 Merge branch 'main' of ssh://dev.eoxnet.com:40086/pixelheros 2025-12-22 14:40:49 +08:00
panw
5d6ceffb66 feat(ui): 添加英雄信息背景组件并调整属性节点路径
添加新的背景组件资源文件(bg_info.prefab)及相关元数据
修改HInfoComp.ts中属性节点的获取路径以适应新的UI结构
调整ubgs.plist中的边框参数以匹配新设计
2025-12-22 14:40:45 +08:00
walkpan
5ea018d193 chore: 更新UI图标资源文件 2025-12-22 14:40:26 +08:00
walkpan
9ca76cd5b2 refactor(gui): 移除角色控制器prefab中重复的spriteFrame引用
将多个重复的spriteFrame引用设置为null,简化prefab文件结构
2025-12-22 09:07:14 +08:00
walkpan
f34283c0ee feat(assets): 更新GUI资源文件及纹理配置
- 添加多个新的GUI元素纹理配置
- 修改现有纹理的坐标和旋转属性
- 更新纹理图集尺寸和元数据
2025-12-22 01:08:48 +08:00
walkpan
4dc3c0f4d5 feat(gui): 添加新的GUI资源文件及调整英雄位置和缩放
添加多个GUI资源文件包括图片、plist和prefab
调整HInfoComp中英雄位置和中心位置的缩放比例
2025-12-21 22:31:37 +08:00
walkpan
6a0db764d7 docs: 添加 HeroAttrsComp 架构问题的待办事项
记录 HeroAttrsComp 组件中数据层与表现层耦合的问题,并列出后续可能的重构方向
2025-12-21 00:26:57 +08:00
walkpan
d6f6db83f2 refactor(HeroAttrsComp): 将基础属性计算提取为独立方法
将recalculateSingleAttr中的基础属性计算逻辑提取为getBaseValue方法,提高代码可读性和复用性
2025-12-20 22:45:08 +08:00
walkpan
d4d470a7ed perf(hero): 优化临时buff的更新逻辑以提升性能
将forEach循环改为倒序for循环,避免在删除元素时重复查找index,减少不必要的操作
2025-12-20 22:43:14 +08:00
walkpan
c4a9b4d3ec refactor(game): 调整英雄位置和缩放参数以优化布局
调整HInfoComp中的英雄位置坐标和缩放参数,使布局更合理。同时更新role_controller.prefab中的组件ID和位置信息,保持一致性。
2025-12-20 22:41:39 +08:00
walkpan
a3a24f63e6 chore: 删除废弃的todo.md文件 2025-12-11 12:05:30 +08:00
panw
f359eae788 docs(Design): 添加非关键成长三选一的设计文档
补充非关键成长系统的详细设计,包括选项池、数值范围、阶段建议和实现参考
2025-11-28 16:54:46 +08:00
panw
d3ca31fcfa ui变动 2025-11-28 16:14:38 +08:00
panw
509539760d refactor(hero): 优化调试日志输出并添加调试工具方法
添加条件日志方法 debugLog 和 debugWarn 来统一管理调试输出
将 HeroAtkSystem 中的 console.log 调用改为条件输出
启用 HeroViewComp 的调试模式以便开发时查看日志
2025-11-28 10:29:54 +08:00
panw
7a7a6fa02c fix(战斗系统): 修复伤害数值出错问题
- 修复在DamageEvent接口和DamageQueueComp缺少ext_dmg和dmg_ratio字段问题
- 修复HeroAtkSystem的伤害计算逻辑
- 优化HeroViewComp的hp_show和mp_show方法,直接使用model数据
- 默认显示血条并增加调试日志输出
- 移除冗余的debug日志,优化伤害计算流程
2025-11-28 09:59:01 +08:00
panw
40c430546c feat(英雄系统): 添加击杀计数并优化攻击系统变量命名
添加英雄击杀计数功能,用于统计英雄击杀敌人数量
优化HeroAtkSystem中变量命名,将attackerTAttrsComp改为更清晰的CAttrsComp
修复荆棘伤害可能导致英雄死亡时未触发死亡表现的问题
2025-11-27 16:31:22 +08:00
panw
b2cc25b32b feat(战斗系统): 添加反伤机制并优化属性变量命名
添加新的技能配置5000(反伤)和实现反伤逻辑
将targetAttrs统一重命名为TAttrsComp以提高代码一致性
2025-11-27 16:12:23 +08:00
panw
0692d58e01 refactor(天赋系统): 重构天赋效果枚举和属性处理逻辑
- 重新组织TalEffet枚举,按功能分类并添加注释说明
- 移除冗余的DMG_RED属性
- 为HeroAttrsComp添加详细的JSDoc注释
- 优化天赋buff处理方法,区分数值型和计数型天赋
2025-11-27 16:12:12 +08:00
panw
cdfcf1f8f1 refactor(HeroAtkSystem): 移除未使用的DamageQueueHelper导入 2025-11-27 10:49:26 +08:00
panw
dcf739d093 refactor(战斗系统): 重构伤害计算逻辑并统一属性命名
- 将DAMAGE_REDUCTION统一重命名为DMG_RED以提高一致性
- 优化暴击判定逻辑,加入暴击抗性计算
- 重构伤害计算公式,整合易伤和免伤效果
- 移除冗余的calculateDamage方法
- 为枚举值添加注释说明
2025-11-27 10:19:54 +08:00
panw
bbf8dbb8cb refactor(战斗系统): 统一伤害减免属性命名并优化伤害计算逻辑
- 将LDMG枚举值重命名为DAMAGE_REDUCTION以提高可读性
- 修改HeroAtkSystem中的dmgCount方法,直接接收HeroAttrsComp参数
- 在伤害计算中整合天赋系统的伤害减免效果
2025-11-26 16:35:44 +08:00
panw
df3ad88c3e fix(英雄属性): 修复MP更新时视图未同步的问题
修改HeroAttrsComp在更新MP值时调用HeroViewComp的mp_add方法同步视图
重命名HeroViewComp的mp方法为mp_add以更准确描述其功能
移除HeroViewComp中未使用的pow_show方法
2025-11-26 10:14:06 +08:00
panw
ab4d29d42b refactor(GameEvent): 移除未使用的HeroSpeek事件枚举
清理代码中未使用的事件枚举,保持事件列表简洁
2025-11-26 10:09:17 +08:00
panw
9c33bb0f7b feat(技能提示): 添加MP恢复提示功能
添加MP恢复提示类型到TooltipTypes枚举
在TooltipCom组件中实现MP恢复提示的显示逻辑
更新tooltip.prefab结构以支持MP恢复提示
移除未使用的tooltip.prefab.meta文件
移除英雄prefab中的tooltip 说话节点
2025-11-26 10:07:21 +08:00
panw
b965c88961 feat(英雄属性): 添加HP/MP基础属性管理方法并移除health方法冗余参数
添加add_hp、add_mp和add_shield方法用于管理英雄基础属性
移除HeroViewComp.health方法中不再使用的is_num参数
恢复TalComp中HP和MP天赋效果的处理逻辑
2025-11-25 16:45:05 +08:00
panw
b73d756106 refactor(hero): 移除怒气值相关属性和逻辑,修改hp显示逻辑
移除英雄属性组件中的怒气值(pow)属性及相关配置
删除英雄视图组件中怒气值显示和使用的逻辑
简化资源管理,移除不再使用的代码
2025-11-25 16:35:35 +08:00
panw
3edc69deff refactor(skill): 移除溅射伤害设定,溅射以后有特定技能触发
清理不再使用的溅射伤害功能,包括移除SDataCom中的splash字段、Skill和SACastSystem中的相关参数,
以及删除TalSet中的溅射天赋配置
2025-11-25 15:24:38 +08:00
panw
03a8a41980 feat(战斗系统): 添加伤害比例属性并应用到伤害计算
在SDataCom中添加dmg_ratio属性用于调整伤害比例
修改HeroAtkSystem中的伤害计算公式,将dmg_ratio纳入计算
2025-11-24 16:58:13 +08:00
panw
91c18004eb feat(技能系统): 添加额外伤害和溅射伤害功能
在技能组件中新增ext_dmg和splash字段用于处理额外伤害和溅射伤害
修改技能创建和伤害计算逻辑以支持新功能
2025-11-24 16:58:04 +08:00
panw
6df4abadd1 feat(战斗系统): 添加必杀技能类型并优化天赋触发逻辑
- 在TriType枚举中添加MAX类型用于必杀技能触发
- 重构SACastSystem中的技能处理逻辑,将普通攻击、技能和必杀技能分开处理
- 优化天赋触发条件判断,确保不同类型技能触发正确的天赋效果
- 调整技能动画播放和伤害计算逻辑,使风怒和双技能天赋能正确生效
2025-11-24 15:52:28 +08:00
panw
8d2ec76b01 feat(战斗系统): 实现攻击和技能伤害加成天赋效果
添加ATK_DMG和SKILL_DMG天赋类型,支持在普通攻击和技能释放时应用额外伤害
修改SACastSystem以处理不同类型的伤害加成
重构TalEffet枚举并更新相关配置
2025-11-24 15:39:05 +08:00
panw
4ed531e100 refactor(hero): 重命名天赋相关方法以区分计数型和数值型
将计数型天赋操作方法从addTalent/consumeTalent重命名为addCountTal/useCountTal
将数值型天赋操作方法从addTalBuff/clearTalBuff重命名为addValueTal/useValueTalByUuid
更新相关文档和调用代码以保持一致性
2025-11-24 10:27:38 +08:00
panw
aefe3d6d06 refactor(战斗系统): 重构伤害计算逻辑并完善注释
重构 HeroAtkSystem 中的伤害计算方法,将基础伤害计算升级为详细的伤害计算流程
新增 applyPR 方法的详细注释,说明其计算公式和使用场景
优化代码结构,添加计算步骤的注释说明
2025-11-21 10:36:54 +08:00
panw
2dc43b5b81 refactor(HeroAtkSystem): 重构伤害计算逻辑以提高可维护性
将原有的伤害计算逻辑拆分为更清晰的步骤,引入applyPR方法统一处理伤害加成和抗性计算
根据技能类型(DType)应用对应的元素伤害计算
使用防御和魔防的百分比减免公式替代原有的固定值减免
2025-11-21 10:28:14 +08:00
panw
58fa6527ee feat(战斗系统): 扩展战斗属性配置和元素伤害类型
- 在GameSet.ts中添加物理和魔法防御常数
- 在SkillSet.ts中细化元素伤害类型并移除冗余字段
- 在HeroAttrs.ts中重构抗性和伤害加成属性,增加物理和魔法相关属性
2025-11-21 10:24:39 +08:00
panw
df23e3787d feat(战斗系统): 完善伤害计算逻辑并添加元素伤害支持
修改 HeroAtkSystem 的 dmgCount 方法,增加目标属性参数并实现完整的伤害计算逻辑,包括物理/魔法伤害区分、防御减免和元素伤害计算。同时在 SkillSet 配置中新增 map 属性和元素伤害配置,支持冰/火/风三种元素伤害类型。
2025-11-21 10:23:35 +08:00
panw
8a0cfb78dd refactor(combat): 重构战斗系统伤害计算逻辑并完善文档
- 将getNeAttrs函数移动到更合理的位置
- 重构伤害计算逻辑,明确区分施法者和被攻击者属性使用
- 完善接口和核心方法的文档注释
- 修正暴击伤害计算错误,使用施法者暴击伤害属性
- 优化闪避判定公式,考虑施法者命中率
2025-11-21 09:18:49 +08:00
panw
3990799046 refactor: 移除废弃脚本并迁移ECS文档至assets目录
删除不再使用的update-oops-plugin-framework.bat脚本
将ecs.md文档从根目录迁移至assets/script目录并更新内容
2025-11-20 16:54:15 +08:00
panw
1c49649c00 refactor(hero): 重构英雄攻击系统并重命名文件 2025-11-20 16:48:23 +08:00
panw
51f32b1d29 refactor(战斗系统): 重构攻击处理逻辑并优化击退机制
- 将闪避、暴击和击退的概率检查统一为checkChance方法
- 移除HeroAtkComp类并清理无用代码
- 新增clearTalBuffByAttr方法用于清除特定属性的天赋buff
- 修改HeroViewComp.do_atked方法支持可选击退参数
- 移除Attrs.BACK属性及相关配置
2025-11-20 16:48:14 +08:00
panw
b4fd807ddc feat(天赋系统): 添加天赋执行次数功能并实现必暴效果
为天赋系统添加count字段控制执行次数,并实现C_ATK、C_SKILL、C_MSKILL三种必暴效果类型
2025-11-20 16:22:36 +08:00
panw
ff4ce76482 fix: 修复技能属性引用问题并移除无用代码
- 在Skill.ts中修改Attrs为浅拷贝避免引用问题
- 移除HeroAtk.ts中未使用的casterModel变量
2025-11-20 15:19:27 +08:00
panw
8113ec671f refactor(技能系统): 统一额外伤害参数命名从exr_dmg改为ext_dmg
修改Skill.ts和SACastSystem.ts中的参数命名,保持代码一致性
2025-11-20 15:11:59 +08:00
panw
5a81704379 refactor(hero): 重构天赋系统使用统一管理方式
- 将分散的天赋属性管理改为统一的Talents记录
- 添加addTalent和consumeTalent方法来管理天赋状态
- 修改技能系统使用新的天赋管理接口
2025-11-20 14:51:26 +08:00
panw
f2ec48bd2b feat(天赋系统): 重构天赋buff处理逻辑并添加vType支持
- 在TalSlot接口和talConf配置中添加vType字段区分数值型和百分比型buff
- 重构HeroAttrsComp中BUFFS_TAL数据结构,改为以天赋uuid为key的映射
- 实现新的addTalBuff和clearTalBuff方法处理天赋buff
- 在TalComp中添加BUFF类型天赋的触发处理
2025-11-20 14:35:29 +08:00
panw
94d5aa8920 refactor(hero): 重构天赋触发机制和属性类型
将天赋触发值从布尔类型改为数值类型以支持更灵活的触发条件
修改天赋配置描述和数值以更准确反映效果
优化天赋触发逻辑,支持同时检查多个天赋
添加天赋触发后的具体效果处理
2025-11-19 16:51:36 +08:00
panw
bcaa377cf6 refactor(英雄技能): 重构天赋触发逻辑和技能施放系统
- 将HeroAttrsComp中的isDSill和isWFuny改为talTrigger结构体
- 移除TalComp中不再使用的checkTriggers和checkIsTrigger方法
- 优化SACastSystem中的技能施放逻辑,分离天赋处理代码块
- 为Skill.load方法添加damage参数
- 重命名executeCast返回变量为castSucess以提高可读性
2025-11-19 16:03:19 +08:00
panw
e577ed976c feat(技能系统): 添加目标数量配置并优化目标选择逻辑
- 在SkillSet枚举中添加t_num字段用于配置技能目标数量
- 修改sTargets方法,根据技能配置中的t_num确定最大目标数量
- 重构findNearbyEnemies方法,实现基于距离和位置偏差的目标排序
- 添加对技能范围配置的灵活处理,支持range和dis字段
2025-11-19 15:39:57 +08:00
panw
209d550e87 fix(SACastSystem): 修复技能目标选择逻辑并添加默认值
当sDamageTargets未找到目标时,回退到使用sDefaultTargets获取默认目标
同时为createSkill方法的isWFuny参数添加默认值false
2025-11-19 15:37:34 +08:00
panw
5935b20094 refactor(game): 统一游戏地平线高度并优化技能目标选择
将GameSet中的GAME_LINE从0调整为120,并在英雄和怪物位置配置中使用该常量
简化SACastSystem中的目标选择逻辑,移除未使用的治疗和BUFF目标选择方法
使用BoxSet.GAME_LINE作为技能目标的默认Y坐标
2025-11-19 14:59:50 +08:00
panw
78ac2e949f feat(英雄系统): 优化天赋触发机制和技能施放逻辑
重构HeroAttrsComp组件结构,新增天赋触发相关属性
调整SACastSystem技能施放逻辑,支持风怒和双施天赋效果
删除无用的SCastSystem.ts.meta文件
2025-11-19 11:18:11 +08:00
panw
9f809b1ffa feat(技能系统): 添加最大技能自动施放开关并重构施法逻辑
- 在HeroSkillsComp中添加max_auto字段控制最大技能自动施放
- 重构SACastSystem的施法逻辑,增加返回值判断
- 新增manualCast和manualCastMax方法支持手动施法
- 删除废弃的SCastSystem文件
2025-11-19 10:34:37 +08:00
panw
e42bdbb671 refactor(天赋系统): 优化天赋触发逻辑和代码结构
重构 TalComp 类的触发检查方法,将 checkIsTrigger 拆分为 getTriggers 和 checkIsTrigger
简化 SACastSystem 中的天赋触发判断逻辑,使用新的 checkIsTrigger 返回值
2025-11-19 10:34:15 +08:00
walkpan
9798930879 feat(技能系统): 添加技能类型枚举并重构天赋系统
- 在SkillSet.ts中新增HSSet枚举区分普通攻击、技能和必杀技
- 重构TalSet.ts中的天赋效果枚举,移除N_ATK和N_SKILL类型
- 在HeroSkillsComp中增加hset字段标识技能类型
- 修改SACastSystem以支持根据技能类型触发不同天赋
- 完全重写TalComp组件,实现更完善的天赋触发和效果管理
2025-11-18 23:54:25 +08:00
panw
7b067213c0 feat(天赋系统): 重构天赋系统并添加新天赋效果
- 重构天赋类型和效果枚举,简化触发条件分类
- 添加天赋buff数组支持叠加效果计算
- 实现多种新天赋效果包括风怒、溅射、护盾等
- 修改熟练天赋触发条件从3次改为10次攻击
2025-11-18 16:46:13 +08:00
walkpan
ab8bb01dee refactor(配置): 重构英雄属性和天赋系统配置
- 将HeroAttrs中的KNOCKBACK和CHAIN_CHANCE重命名为BACK_CHANCE和SILENCE_CHANCE以保持命名一致性
- 简化TalSet.ts中的天赋配置接口,移除冗余字段并优化结构
- 添加新的天赋配置示例
2025-11-18 13:44:44 +08:00
panw
deb224b067 refactor(game): 重构天赋系统配置和组件逻辑
重构天赋系统配置,包括:
1. 调整天赋类型枚举和效果枚举
2. 移除旧的天赋配置数据
3. 简化天赋组件实现
4. 更新设计文档中的天赋描述

同时修正地图组件中的英雄位置坐标和缩放值
2025-11-18 11:00:18 +08:00
walkpan
078787ccf2 docs(Design): 更新游戏设计文档中的战斗和天赋描述
更新战斗部分的结构,并重新组织天赋系统的描述,使其更清晰易读。修改了天赋触发条件和效果说明,保持文档与实际设计一致。
2025-11-18 08:41:25 +08:00
panw
3daddd6935 docs(Design.md): 更新游戏设计文档,简化核心概念并添加战斗关键词
重写游戏设计文档,移除了详细机制描述,聚焦于核心玩法概念。新增战斗系统关键词定义,包括风怒、护盾、溅射等效果及其天赋增强机制。
2025-11-17 16:57:23 +08:00
walkpan
46a779633a feat(hero): 添加受击闪光效果并重构相关代码
新增FlashSprite组件实现受击闪光效果
重构HeroAnmComp和HeroViewComp以支持闪光效果
更新多个英雄prefab以包含闪光材质和组件
2025-11-15 11:15:30 +08:00
walkpan
4af9a6fd9e refactor(hero): 重构英雄属性系统与受击特效
将HeroAttrSystem从HeroAttrsComp中分离为独立文件
删除废弃的05-outline-glow资源文件
优化TalComp.ts中的代码格式
使用FlashSprite替换旧的受击特效实现
2025-11-15 10:52:39 +08:00
panw
a468c6c774 docs: 添加英雄天赋系统开发计划文档
添加详细的天赋系统开发计划文档,包含项目概述、阶段划分、任务清单和使用建议
2025-11-13 11:57:58 +08:00
walkpan
60ca6f1d14 Merge branch 'oh/10171' of http://git.eoxnet.com/pan/heros into oh/10171 2025-11-12 14:46:29 +08:00
walkpan
86cd78e3c2 feat(skill): 添加新的攻击动画和预制体,移除旧的攻击预制体
- 新增atk06.anim动画文件和对应的meta文件
- 新增atk_f1.prefab和atk_f2.prefab攻击预制体及meta文件
- 移除旧的atk_s5.prefab攻击预制体及meta文件
2025-11-12 14:46:28 +08:00
panw
1915ffce8a 添加了很多技能动画 2025-11-05 17:21:09 +08:00
panw
afbaa13cb2 制作了多个 近战技能 2025-11-04 17:25:48 +08:00
panw
53cf25d7a5 refactor(游戏对象): 调整英雄位置和动画关键帧数值
- 修改hm2.prefab中英雄的y坐标位置
- 简化HInfoComp中节点查找路径
- 更新lr3.anim动画关键帧数值和编辑器额外属性
2025-11-04 14:46:28 +08:00
panw
087f4010be refactor(渲染): 重构实体层级管理方式
- 移除通过 setSiblingIndex 手动设置层级的方式
- 新增 HERO、LINE1、LINE2、SKILL 等容器节点自动管理层级
- 调整英雄、怪物、技能等实体的父节点到对应容器
- 优化提示信息的位置偏移量
2025-11-04 14:23:07 +08:00
panw
1e0537b63d refactor(hero): 优化怪物生成位置计算并添加调试日志
- 使用 MonStart 配置计算怪物出生位置,替代硬编码的 MonSet
- 添加 console.log 调试英雄和怪物的 siblingIndex
- 根据 y 坐标动态判断线路,提高代码可读性和可维护性
2025-11-04 11:12:43 +08:00
panw
fc637529e2 地图动画,将英雄位置调整 2025-11-04 11:04:27 +08:00
panw
5c9f299fd7 refactor(hero): 优化英雄缩放逻辑和位置配置
重构英雄缩放逻辑,使用统一的缩放计算方法替代硬编码值
调整英雄和怪物的初始位置坐标
在Hero和Monster类中添加size变量控制缩放
2025-11-04 10:38:20 +08:00
panw
ed1b4f46a4 refactor(game): 删除BezierMove相关元文件并更新英雄和地图资源
- 删除assets/script/game/BezierMove.meta及相关文件
- 新增多个地图动画资源文件(lr.anim, lr2.anim等)
- 调整多个英雄预制体的尺寸和碰撞体参数
- 更新地图预制体(map_rpg.prefab)中的动画配置和节点布局
2025-11-04 10:38:05 +08:00
walkpan
4670b12330 feat(英雄视图): 添加血条显示计时功能
新增血条显示持续时间配置和计时器,修改血条显示逻辑:
1. 添加 hpBarShowTime 和 hpBarShowCD 字段控制血条显示时间
2. 初始隐藏血条,仅在受到攻击时显示并开始计时
3. 移除满血自动隐藏逻辑,改为仅更新进度条
4. 重置状态时清除血条计时器
2025-11-03 23:40:43 +08:00
walkpan
8152523e10 feat(战斗系统): 实现基于技能距离的智能移动和攻击逻辑
重构英雄和怪物移动系统,引入技能距离缓存机制
在HeroAttrsComp中添加技能距离缓存管理
修改HeroSkillsComp以支持技能距离计算
更新移动系统使用技能距离判断攻击时机和停止位置
调整怪物配置统一使用水球技能
2025-11-03 22:59:56 +08:00
walkpan
914ab0e8b9 feat(技能系统): 实现技能冷却时间受攻击速度和技能速度属性影响
新增技能速度(SS)属性,用于减少非基础攻击技能的冷却时间
基础攻击技能冷却时间由英雄的as属性决定
眩晕和冰冻状态下不更新技能CD
合并冗余的canCast和resetCD方法
2025-11-03 20:53:31 +08:00
panw
04aa5f9c78 fix(hero): 修复英雄视图组件的空指针异常和死亡逻辑
- 添加ent和model的安全检查防止空指针异常
- 重构死亡计时逻辑,使用deadCD代替Timer
- 统一死亡事件触发顺序并添加安全检查
- 在reset方法中清理碰撞器事件和伤害队列
2025-11-03 16:32:30 +08:00
panw
c98f20ba1d fix(hero): 修复英雄死亡状态处理和怪物生成逻辑
调整HeroAnmComp中动画完成时的状态检查,增加dead和stun状态
修改MissionMonComp中怪物生成逻辑,现在只生成第一个怪物
重构HeroViewComp的死亡处理逻辑,添加死亡计时器和复活功能
2025-11-03 16:07:13 +08:00
panw
1a45e91f1a feat(skill): 优化技能碰撞检测逻辑并添加攻击帧计数
- 在SkillView中缓存碰撞体引用并添加攻击帧计数器
- 实现攻击帧事件中动态开启碰撞检测
- 非持续碰撞类型技能在造成伤害后立即关闭碰撞检测
- 清理资源时取消所有定时器
- 调整技能预制体碰撞体位置和大小
- 注释掉Main.ts中的物理调试绘制代码
2025-11-03 14:47:53 +08:00
walkpan
2d5653e0e4 fix(hero): 修复BOSS怪物层级显示问题
当怪物为BOSS类型时,设置其节点层级为BOSS专用层级,确保BOSS显示在正确层级
2025-11-03 13:39:29 +08:00
walkpan
9fcb6d3121 feat(渲染): 重构渲染层级管理并添加BOSS层级
移除动态渲染层级更新逻辑,改为在实体加载时设置固定层级
- 在Hero和Monster的load方法中设置初始siblingIndex
- 添加BOSS枚举值到IndexSet
- 为Monster添加溢出保护,防止层级索引过大
- 删除墓地位置判断等不再需要的逻辑
2025-11-03 13:36:33 +08:00
walkpan
96952ef493 refactor(game): 调整游戏层级配置数值并添加技能层级
将英雄、怪物层级数值放大10倍以提高层级管理灵活性
添加SLILL技能层级配置
2025-11-03 13:36:20 +08:00
walkpan
d089699c36 feat(英雄): 优化英雄移动和碰撞逻辑
fix由于 setScale 会影响物理判断,造成玩家角色多次被攻击触发回调
- 添加英雄移动方向缓存避免频繁转向
- 优化英雄碰撞器初始状态管理
- 修复英雄后退动画重复触发问题
- 调整部分英雄prefab的碰撞组和传感器设置
2025-11-03 13:10:43 +08:00
panw
5bd2e15fb5 refactor(skill): 优化技能碰撞检测逻辑并移除重复命中检查
- 移除hitTargets集合及相关重复命中检查逻辑
- 改进碰撞检测日志输出,增加安全性检查
- 清理注释掉的旧攻击逻辑代码
- 在reset方法中添加碰撞器事件解绑
2025-11-03 10:57:08 +08:00
panw
e4905bcca2 fix(physics): 启用物理调试绘制并设置英雄碰撞组
启用AABB和质心的物理调试绘制标志,并在HeroViewComp中设置碰撞器组为英雄组
2025-11-03 10:56:32 +08:00
panw
5805e00895 feat(skill): 添加彩色箭头技能资源及配置
- 新增红、蓝、绿三种箭头技能的prefab和动画资源
- 更新技能配置文件和英雄设置
- 调整水球技能物理参数
- 优化碰撞矩阵设置
- 修复动画时间精度问题
2025-11-03 10:56:03 +08:00
walkpan
2a309a14d0 feat(渲染): 实现基于线路和生成顺序的层级管理系统
添加IndexSet枚举定义基础层级和增量
修改怪物生成逻辑以支持线路(lane)和生成顺序(spawnOrder)
重构MonMoveSystem中的渲染层级更新逻辑
优化HeroViewComp中血条显示逻辑
调整怪物位置配置以支持双线路布局
2025-11-03 06:38:06 +08:00
walkpan
1f5792aa99 fix(hero): 调整英雄后退逻辑和伤害提示位置
修改英雄后退行为,移除英雄后退功能并增加怪物后退距离
调整伤害提示的垂直位置计算方式,使用传入的y参数
2025-11-03 06:37:51 +08:00
walkpan
9d42c221fd 添加了几个技能 2025-11-02 22:39:04 +08:00
walkpan
0d76fd4050 fix(hero): 调整英雄预制体和视图组件的锚点及尺寸
修改多个英雄预制体的锚点y坐标和高度尺寸,统一调整英雄视图组件的显示位置
禁用atk_s1和atk_s2技能节点的_enabled属性
移除HeroViewComp中对boss的特殊位置处理逻辑
2025-11-02 13:40:01 +08:00
walkpan
187153ac9e feat(英雄系统): 添加怒气值属性及相关功能
top 血条样式调整
- 在HeroAttrsComp中添加pow属性表示当前怒气值
- 在HeroAttrs枚举中添加POW_MAX和POW_REGEN属性
- 修改HeroViewComp根据英雄类型显示不同资源条
- 调整boss血条位置偏移量
- 注释掉物理系统调试绘制代码
2025-11-02 13:34:04 +08:00
walkpan
f35d755b74 整合,清理掉很多冗余的东西 2025-11-02 10:34:18 +08:00
walkpan
b24f0e2afc fix: 修正技能类型并添加碰撞组件
- 将m_water_ball_1.prefab的_type从1改为0
- 在SACastSystem.ts中修复目标返回逻辑
- 为atk_s1.prefab添加RigidBody2D和BoxCollider2D组件
2025-11-02 00:23:53 +08:00
walkpan
8fdd9e2c98 fix(skill): 添加命中目标追踪防止重复伤害
添加 hitTargets Set 来追踪已命中目标,避免技能对同一目标造成多次伤害。同时优化碰撞检测逻辑,移除不必要的条件检查。
2025-11-02 00:23:44 +08:00
walkpan
1091b0399e fix: 修复技能碰撞检测和英雄prefab配置问题
修复技能碰撞检测逻辑,确保正确应用伤害并过滤同组碰撞
调整多个英雄prefab的_enabled状态和碰撞组配置
优化技能视图的日志输出和伤害应用逻辑
移除不必要的prefab组件和调试日志
2025-11-01 23:10:38 +08:00
walkpan
2e1c6c3aa1 fix(英雄属性): 调整英雄锚点位置并修复HP/MP回复逻辑
将英雄hk1的锚点y坐标从0调整为0.2以改善显示效果
使用Timer控制HP/MP回复频率,从每帧改为每秒回复固定值
2025-11-01 21:34:40 +08:00
walkpan
cb844cf65f 解决一些小问题 2025-11-01 15:02:31 +08:00
walkpan
d014e63d27 refactor(skill): 重构技能移动系统,整合移动逻辑到SMoveComp
将技能移动逻辑从SkillView迁移到SMoveComp,实现统一的移动管理
添加多种移动类型支持(线性、贝塞尔、固定位置)
优化移动参数配置,从SkillView获取攻击偏移量
2025-11-01 12:16:21 +08:00
walkpan
ab03e32278 docs(Main.ts): 更新ECS系统初始化注释说明 2025-11-01 12:15:45 +08:00
walkpan
c1b1eba770 删除wiki库 2025-11-01 11:35:17 +08:00
walkpan
2b8ba46759 技能继续调整 2025-11-01 11:15:11 +08:00
walkpan
47509af7a1 技能动画调试 继续 2025-11-01 09:36:14 +08:00
walkpan
638bbf505c 继续清理技能,技能动画开始重做,有多少资源做多少事,通过其他方面弥补动画的不足 2025-11-01 09:07:57 +08:00
walkpan
600d49c679 技能动画图片整理 2025-11-01 00:02:01 +08:00
walkpan
b8f48e09d6 feat(战斗系统): 实现伤害队列机制优化战斗处理
重构伤害处理逻辑,将直接伤害组件改为队列系统
- 新增DamageQueueComp组件管理伤害事件队列
- 添加DamageQueueHelper工具类处理伤害事件添加和查询
- 修改HeroAtkSystem改为处理伤害队列而非单个伤害
- 移除旧的DmgDataCom组件及相关引用
- 优化SkillView.apply_damage使用新队列系统
2025-10-31 20:08:43 +08:00
panw
8e0d09fc98 refactor(战斗系统): 优化伤害计算与技能释放逻辑,下一步 将伤害信标处理,改为队列处理
- 移除HeroViewComp中的调试日志
- 缩短技能释放前摇时间从0.3秒到0.1秒
- 重构Skill类,清理无用导入并优化属性传递
- 改进HeroAtkSystem,添加伤害数据深拷贝避免重复处理
- 完善SkillView,增加技能结束类型处理并优化伤害应用逻辑
2025-10-31 16:43:27 +08:00
panw
028a175df4 refactor(skill): 优化技能系统实现和配置
- 删除未使用的ECS元文件和组件
- 修复技能视图和移动逻辑,添加调试日志
- 调整技能预制体配置和动画参数
- 简化技能加载和方向处理逻辑
- 新增技能6002并更新英雄配置
- 统一受击特效路径命名
2025-10-31 16:42:57 +08:00
walkpan
65b1eebd84 refactor(skill): 重构伤害计算逻辑
- 删除SkillEnt.ts及其meta文件,简化技能实体管理
- 将SDataCom重命名为更清晰的DmgDataCom和SDataCom
- 重构伤害计算系统,增加命中检测和伤害类型处理
- 优化技能碰撞检测逻辑,支持范围伤害和数量限制
2025-10-31 13:38:32 +08:00
panw
8c597ae008 refactor(skill): 技能初步完成,下一步完善伤害系统
重命名SMoveData组件并修复组件添加方式
将SMoveData组件重命名为SMoveDataComp以保持命名一致性
修复Skill类中组件添加方式,明确指定组件类型参数
2025-10-31 11:06:17 +08:00
panw
3b21ee4048 refactor(技能系统): 重构技能施放系统并优化位置初始化
- 将SkillCastSystem重命名为SCastSystem和SACastSystem以区分不同功能
- 优化SMoveComp中位置属性的初始化,改为null避免不必要的对象创建
- 统一日志前缀使用系统名称提高可读性
- 在SACastSystem中添加目标位置检查逻辑
- 修复代码格式问题,统一缩进和注释风格
2025-10-31 11:05:44 +08:00
panw
2b3b80b308 refactor(技能系统): 重构技能系统以使用s_uuid作为主键并优化技能施放逻辑
- 将HeroSkillsComp中的技能数组改为以s_uuid为键的对象存储
- 修改CSRequestComp使用s_uuid替代skillIndex
- 优化SkillCastSystem和SACastSystem的施放逻辑
- 为SMoveDataComp添加rePos方法处理技能位置计算
- 移除未使用的SDataComSystem代码
2025-10-31 10:47:05 +08:00
panw
b38e63e200 refactor(skill): 重构技能组件目录结构并重命名施法请求组件
将技能相关组件从hero目录移动到skill目录
将CastSkillRequestComp重命名为CSRequestComp
更新相关引用和文档说明
2025-10-31 09:22:50 +08:00
panw
a1c605238d refactor(hero): 重构技能系统变量命名和自动施法系统
将技能相关变量名从skillId改为s_uuid以提高一致性
重命名自动施法系统文件并优化目标选择方法命名
删除旧版自动施法系统文件,新增重构后的实现
2025-10-31 09:00:37 +08:00
walkpan
2f19433a0a feat(skill): 重构技能系统,新增技能数据组件和移动组件
refactor(skill): 移除旧技能组件和文档,优化技能配置结构

fix(skill): 修正技能预制体配置错误,统一技能运行类型字段

docs(skill): 删除过时的技能系统说明文档

perf(skill): 优化技能加载逻辑,减少资源消耗

style(skill): 调整代码格式,提高可读性
2025-10-31 00:35:51 +08:00
walkpan
6db004a99f feat(skill): 重构技能模块,新增技能前后摇动画和组件
- 新增技能前后摇动画资源及配置
- 添加技能组件(SkillCom, EndAnmCom)和视图组件
- 重构技能配置表,支持前后摇动画配置
- 删除旧版技能资源(prefab, boom目录)
- 调整技能预制体路径结构
2025-10-30 19:30:55 +08:00
panw
93ceaa70e4 wiki更新 2025-10-30 16:49:19 +08:00
panw
40e0086be3 refactor(hero): 移除SkillConComp并添加ECS系统注册装饰器
- 删除废弃的SkillConComp组件及其meta文件
- 为HeroAtkSystem、HeroAttrSystem等系统添加@ecs.register装饰器
- 在生命周期系统中添加空安全检查
- 移除SkillConComp相关引用及调试日志
- 在移动系统中添加节点有效性检查
2025-10-30 16:31:44 +08:00
panw
7984f8b784 refactor(技能系统): 添加系统注册和调试日志
为SkillCastSystem、SkillCDSystem和SkillAutocastSystem添加ECS注册装饰器
在关键方法中添加console.log调试信息以便追踪系统执行流程
2025-10-30 16:20:43 +08:00
panw
bdcc606e02 refactor(hero): 将is_atking状态从HeroViewComp移到HeroAttrsComp
将攻击状态is_atking从视图组件HeroViewComp移动到属性组件HeroAttrsComp,以保持状态管理的集中性
2025-10-30 16:11:07 +08:00
panw
56f45a7bb4 fix(hero): 修复实体销毁时可能出现的空引用问题
优化MissionComp中实体销毁逻辑,改为直接销毁实体让ECS处理组件清理
在HeroViewComp中添加多处model空值检查,防止销毁过程中访问null引用
移除reset方法中不必要的状态重置,由ECS系统统一处理
2025-10-30 15:51:41 +08:00
panw
e9cc5aae08 refactor(英雄系统): 拆分通用移动组件为专属的英雄和怪物移动系统
将原有的BattleMoveComp和BattleMoveSystem拆分为HeroMoveComp/HeroMoveSystem和MonMoveComp/MonMoveSystem
移除不再使用的BattleMove相关文件和ECS位置系统
更新Hero和Monster实体使用新的移动组件
2025-10-30 15:28:11 +08:00
panw
55646c3a11 重构了 技能系统,还需要完善 2025-10-30 15:12:49 +08:00
panw
1281cbd32d feat(HeroAtkSystem): Integrate visual feedback for attack and death events
- Added HeroViewComp integration to trigger visual effects during attacks and upon hero death.
- Updated doAttack method to call do_atked and do_dead methods in HeroViewComp for enhanced visual representation.
- Cleaned up console log messages for better clarity in debugging.
2025-10-30 11:06:58 +08:00
panw
29e8b7e8e7 refactor(HeroViewComp): Simplify attack logic and clean up imports
- Updated the do_atked method to directly handle damage and crit status.
- Removed unused imports to streamline the codebase.
2025-10-30 10:57:43 +08:00
panw
e3bdc4b238 重构怪物属性系统,移除MonAttrsComp并替换为HeroAttrsComp。更新相关组件和系统以适应新属性结构,确保怪物逻辑与英雄逻辑一致。 2025-10-30 10:45:16 +08:00
panw
2d358e450d 战斗系统 重构继续 2025-10-30 10:39:46 +08:00
walkpan
a79cb9f35d 角色视图 数据逻辑 依ecs 框架进行重构 2025-10-30 08:56:37 +08:00
panw
edb7f23918 feat(怪物系统): 重构怪物类型与属性计算系统
引入MonType枚举支持普通、精英、BOSS三种怪物类型
新增getMonAttr函数实现基于等级和类型的动态属性计算
更新Mon.ts的load和hero_init方法以支持新参数
扩展heroSet.ts添加多种新怪物类型配置
重构属性初始化流程,移除strengthMultiplier机制
更新相关文档和流程图反映最新设计
2025-10-29 16:50:30 +08:00
panw
9dc1126dfe feat(怪物系统): 重构怪物生成逻辑并添加多种怪物类型
重构怪物生成系统,使用MonType枚举替代原有布尔标记
添加6种怪物类型配置和属性计算规则
修改关卡配置生成逻辑,支持精英/Boss波次
新增多种怪物配置并调整原有怪物属性
2025-10-29 16:41:08 +08:00
walkpan
68b9c1924b 刷怪 未完成 2025-10-28 23:51:15 +08:00
walkpan
166200af73 刷怪 未完成 2025-10-28 23:48:04 +08:00
panw
0121f5b363 添加 英雄升级经验设定 2025-10-28 16:52:40 +08:00
panw
4235e3b776 refactor(game): 移除已弃用的事件常量
- 删除 UpdateHero 和 UpdateFightHero 事件
- 移除 MISSION_UPDATE 事件常量
- 优化游戏事件枚举定义
2025-10-28 16:15:47 +08:00
panw
b765e6a7a6 fix(heroSet): 为英雄配置添加天赋信息
- 刘邦添加天赋数组[7101,7201,7301]
- 荆轲天赋设置为[7201]
- 赵武灵王新增天赋[7002]
- 张良添加天赋[7004]
- 屈原配置天赋为[7101]
- 孙膑加入天赋[7202]
- 萧何设置天赋[7006]
2025-10-28 11:15:57 +08:00
walkpan
3710f7f695 feat(英雄系统): 添加天赋组件及配套功能
实现英雄天赋系统核心功能,包括:
1. 新增 TalComp 组件管理天赋的获取、触发和效果应用
2. 重构 TalSet 配置结构,完善天赋类型和效果枚举
3. 在 Hero/Monster 实体中集成天赋组件
4. 为 SkillConComp 和 HeroViewComp 添加天赋相关引用
2025-10-28 00:07:50 +08:00
walkpan
175a6e4232 refactor(hero): 重构英雄配置和添加天赋系统,需要测试验证
refactor(heroSet): 修改英雄属性配置,调整数值和描述
refactor(TalSet): 简化天赋系统结构,移除旧文档
2025-10-28 00:07:13 +08:00
panw
b7ddbce7e7 dd 2025-10-27 11:19:28 +08:00
panw
2ef12eaed2 dd 2025-10-27 11:18:06 +08:00
panw
16fcaeb3f3 添加 天赋设置 2025-10-27 11:17:15 +08:00
walkpan
c05e26b101 ui调整,背景地图调整 2025-10-26 23:56:37 +08:00
walkpan
ef4099b873 ui调整 2025-10-26 12:00:44 +08:00
walkpan
2e6a8b80a7 chore: 移除过时的项目状态和英雄设计文档
清理不再使用的状态报告和英雄设计文档,包括status.md、progress.md、@Progress.md、@project-status.md和assets/script/heros2.md
2025-10-25 16:26:41 +08:00
walkpan
bcc61c9589 refactor(game): 移除未使用的数据模块和测试代码
清理不再使用的数据模块文件(data相关)和测试代码(Test.ts),优化项目结构
2025-10-25 16:11:20 +08:00
walkpan
331effddaa 清理 skills下的无效文件,有用的迁移到skill目录 2025-10-25 15:51:24 +08:00
walkpan
957cd6d453 refactor(英雄视图): 重构buff清理逻辑,支持按增益/减益类型过滤
将removeBuff方法替换为更通用的clearBuffs方法,支持清理指定属性或所有属性的buff,并能区分增益和减益效果。新增私有方法clearBuffsForAttr处理具体清理逻辑,提高代码复用性。
2025-10-25 15:38:56 +08:00
walkpan
e62eecd214 refactor(buff系统): 重构英雄的buff管理逻辑,支持多次叠加和临时效果
- 统一管理持久型和临时型buff,简化buff的添加和移除逻辑
- 更新buff的叠加规则,允许同一属性的多个buff实例共存
- 优化属性计算公式,确保所有buff在计算时被纳入考虑
- 新增清空buff和移除特定buff的辅助方法,提升管理灵活性
- 详细更新文档,提供API使用示例和数据结构说明
2025-10-25 15:29:25 +08:00
walkpan
11f1f08c1d refactor(属性系统): 重构英雄属性系统,将属性定义移至HeroAttrs模块
- 将Attrs和DBuff相关定义从SkillSet迁移至HeroAttrs
- 新增NeAttrs枚举用于管理负面状态
- 重构HeroViewComp中的buff/debuff处理逻辑
- 优化属性分类和分组,增加新属性类型
- 移除旧的DBuff相关代码,改用统一的负面状态管理
2025-10-25 15:04:11 +08:00
walkpan
91eb0c9f6e SkillSet.ts 文件中的 Attrs 枚举、getAttrs 函数和 AttrsType 配置对象移动到 HeroAttrs.ts 文件中 2025-10-25 12:46:53 +08:00
walkpan
abbe4cc6a0 refactor(hero): 将英雄属性相关引用统一替换为 HeroAttrs
- 移除废弃的 AttributeExample 示例类文件
- 全面替换各模块中对技能属性配置 SkillSet 中 Attrs 的引用,改用 HeroAttrs 中的 Attrs
- 保持代码引用整理一致性,优化属性相关模块的导入顺序和结构
- 无功能性改动,仅代码结构和引用路径调整,提高代码维护性和模块解耦性
2025-10-25 10:34:55 +08:00
walkpan
326ceaf3d1 refactor(config): 优化英雄和技能配置数据结构
- 删除《吸血鬼幸存者》英雄特性分析文档,清理无用参考资料
- 调整技能配置,统一攻击类型枚举命名以AtkedName代替AtkedType
- 新增DType枚举区分物理与魔法攻击类型,丰富技能攻击属性
- 更新基础攻击技能配置,添加攻击类型字段并修正部分技能数据
- 删除heroSet.ts中旧版英雄基础属性和计算逻辑,简化代码结构
- 精简英雄信息定义,修正英雄基础属性和技能配置,改进角色定位说明
- 重新整理怪物角色基础属性和技能,提升数值合理性与一致性
2025-10-24 23:08:20 +08:00
panw
2cf554b124 feat(attrs): 新增英雄基础属性及其对战斗属性影响的计算
- 在 Attrs 中添加力量、智力、敏捷、精神、幸运基本属性
- 为新增属性配置属性类型为数值型(BType.VALUE)
- 新增 HeroBaseAttributes,定义不同英雄类型的基础属性初始值
- 设计 AttributeInfluence,定义基础属性对战斗属性的影响系数
- 实现 calculateBaseAttributes 方法,根据英雄类型和等级计算基础属性值
- 实现 calculateAttributeInfluences 方法,计算基础属性对战斗属性的具体影响值
- 在 heroSet.ts 中增加相关类型导入和类型定义,完善属性系统逻辑
2025-10-24 16:54:19 +08:00
panw
c03a655f15 docs(design): 重构游戏设计文档,完善核心玩法和英雄体系
- 重写并精简设计文档内容,去除重复和过时信息
- 明确游戏为单局制肉鸽塔防,强调自动战斗与策略奖励选择
- 细化金币经济、特殊事件、评分与成就系统设计
- 详细描述关卡结构、难度递增与游戏进程设计
- 完善英雄分类与成长体系,新增春秋战国及楚汉争霸英雄介绍
- 明确装备与技能系统分级与升级机制
- 设计多样化策略构筑与资源管理方案
- 提供界面和交互设计指导,简化操作并增强反馈
- 删除旧有天赋强化系统相关文档,统一调整为新设计方向
- 更新英雄配置信息,更换主将与刺客为刘邦与荆轲角色
2025-10-24 16:20:02 +08:00
panw
24e6ffc110 refactor(hero): 移除多余cd字段并优化heroInfo结构
- 调整heroInfo接口,移除无用cd字段
- 精简各英雄与怪物对象中的cd属性
- 注释掉未使用的怪物配置数据
- 格式化属性排列更规范易读
2025-10-24 15:25:17 +08:00
panw
6b97e67a93 fix(heroSet): 修改部分英雄资源路径和解禁新英雄配置
- 调整刺客、绿箭、牧师和火女的资源路径,使其指向正确文件夹
- 解禁魔法精灵和德鲁伊英雄配置,更新其相关属性和技能
- 删除注释,确保新增英雄配置生效
2025-10-24 15:20:34 +08:00
walkpan
a3100c7156 新英雄 2025-10-24 00:02:03 +08:00
panw
f60d727c31 dd 2025-10-23 11:12:49 +08:00
walkpan
c1544365ba 英雄动画重构 2025-10-23 10:43:15 +08:00
walkpan
b0751992f4 dd 2025-10-22 19:29:33 +08:00
panw
861011893a 动画清理 2025-10-22 17:29:27 +08:00
panw
e32a66cfc9 清理了 一些buff 技能 2025-10-22 17:11:03 +08:00
panw
d987e0806f refactor(animation): 更新动画和预设资源优化表现
- notify.anim 新增位置向量轨迹和关键帧曲线数据,丰富动画表现
- notify.prefab 增加和调整节点、组件及属性,提升UI结构和视觉布局
- hero hc1 的 move.anim 动画时长和帧数据调整,优化动作流畅度
- atk_fires.prefab 添加 withHero 属性以支持技能表现扩展
- 删除了 game/skills 目录下的 buff.prefab 和 buff_iced.prefab 资源,清理无用资源
2025-10-22 16:06:37 +08:00
panw
e1f0492f34 refactor(game-config): 删除过时的配置和简化代码结构
- 移除 BoxSet.ts 中未使用的 HeroConSet 和 QualitySet 枚举定义
- 清理 Mission.ts 中冗余的得分系统及相关计算函数
- 删除 HeroUI、VmInfo 等无用状态对象
- 删除复杂得分计算逻辑及远征奖励配置相关代码
- 简化 heroSet.ts,添加 HeroConf 枚举定义优化配置管理
2025-10-22 11:13:56 +08:00
walkpan
d01761b604 chore(git): 更新.gitignore文件忽略.codebuddy目录
- 在.gitignore中添加.codebuddy目录忽略规则
- 保持对.vscode和.idea目录的忽略配置
- 整理.gitignore文件空行与注释结构
2025-10-22 10:33:34 +08:00
walkpan
e011cba047 feat(gui): 优化角色界面Prefab结构与按钮交互
- 调整角色控制器Prefab中节点的组件ID引用
- 修正部分节点的激活状态与位置信息
- 更新按钮组件及点击事件绑定,改进英雄购买交互逻辑
- 替换文本标签组件,新增字体样式与阴影效果提升可读性
- 增加背景与装饰组件,优化界面视觉层次与布局
- 调整图片资源引用,修改部分Sprite颜色及灰度设置
- 优化UITransform组件配置,调整节点尺寸与锚点位置
- 引入新的Widget组件,完善布局自适应能力
- 增加输入事件阻断组件,防止界面误触操作
- 整体提升界面元素结构清晰度与交互体验一致性
2025-10-20 23:37:38 +08:00
walkpan
5ce02c95f5 refactor(map): 优化英雄切换动画及状态管理
- 将 HInfoComp 组件改为继承自 CCComp 并注册为 ECS 组件
- 新增动画锁定标志 isMoving 防止快速点击引起动画冲突
- 添加 moveTimeoutId 用于管理动画队列异步操作,避免重叠
- 优化英雄切换的移动动画,缩短动画时长为0.2秒
- moveHeroesLeft 与 moveHeroesRight 方法增加动画锁定与异步取消逻辑
- 在切换英雄时调用 smc.updateFihgtHero 以更新当前战斗英雄状态
- 清理和销毁动画节点时更严格以避免残留和内存泄漏
- MissionHomeComp 中 mission_end 方法增加日志输出
- MissionHeroComp 去除了冗余空行,优化代码结构
2025-10-20 22:59:38 +08:00
walkpan
2e24e1fc64 refactor(map): 优化英雄节点左右移动逻辑
- 调整moveHeroesLeft方法,动画开始前销毁第6个英雄节点,避免重复渲染
- 实现英雄节点向左平滑移动,使用Tween过渡动画
- 延迟重排英雄节点数组,确保动画完成后数组正确更新
- 调整moveHeroesRight方法,动画开始前销毁第0个英雄节点,避免重复渲染
- 实现英雄节点向右平滑移动,使用Tween过渡动画
- 延迟重排英雄节点数组,确保动画完成后数组正确更新
- 移除close方法中无用的节点移除逻辑,改用reset方法销毁节点
- 更新prefab中部分控件位置和尺寸,微调界面布局样式
2025-10-20 20:58:42 +08:00
panw
1e762fb4f7 refactor(gui): 优化角色界面预制件结构和样式
- 更新了多个组件的引用ID,提升资源管理一致性
- 调整节点位置,优化界面布局,使元素排布更合理
- 重命名节点,提升命名的语义化和可识别性
- 替换部分Sprite为Label,改进文字显示效果
- 修改标签字体属性,增强字体样式与可读性
- 更新图片资源及相关SpriteAtlas,优化视觉表现
- 移除冗余组件和节点,减少预制件复杂度
- 调整组件属性,修正控件对齐与缩放问题
- 恢复阴影及描边效果,提升界面细节表现
2025-10-20 16:53:42 +08:00
panw
d67c63b768 refactor(gui): 优化role_controller.prefab结构和视觉表现
- 调整多个组件的__id__以规范资源引用
- 修改部分节点名称以提升可读性和管理
- 优化节点的位置、旋转和缩放参数
- 更新Sprite和Label组件的颜色及资源关联
- 替换部分SpriteFrame资源,提高图像清晰度
- 修改UITransform尺寸和锚点以匹配设计需求
- 添加新的Animation和Widget组件,完善动画与布局
- 调整光源节点的变换参数以改善光照效果
- 清理和重组节点层次结构,简化子节点管理
- 改进字体样式及视觉表现,符合设计规范
2025-10-20 16:53:35 +08:00
walkpan
8d9c7bbe0d 技能继续重构 2025-10-19 23:46:18 +08:00
walkpan
2ff7aab7c2 删除旧技能预制体 2025-10-19 20:36:28 +08:00
walkpan
cbe15d4d20 refactor(map): 移除 MissionHomeComp 中未使用的 HeroPageComp 导入
- 删除了不再使用的 HeroPageComp 模块导入
- 减少了代码冗余,优化了依赖管理
- 提升了代码的可维护性和清晰度
2025-10-19 20:28:45 +08:00
walkpan
ff6091b3e2 fix(game): 修复云端数据保存与获取逻辑
- 在SingletonModuleComp中增加云端数据保存成功日志输出
- 调整云端数据获取失败时的警告信息
- 初始化流程中云端登录成功后调用更新云端数据接口
- 任务开始时同步调用云端数据更新和获取接口
- 移除MissionHomeComp中未使用的HeroPageComp导入声明
2025-10-19 20:28:25 +08:00
walkpan
1c40c10210 重构了云函数 2025-10-19 20:10:19 +08:00
walkpan
cfb6819bc7 refactor(common): 重构游戏数据同步与单例模块代码
- 移除 GameDataSyncManager 类及相关依赖,简化数据同步管理逻辑
- 在 SingletonModuleComp 中集成数据管理功能,使用本地数组替代字典结构存储英雄数据
- 优化本地与云端数据同步方法,适配云函数接口改动
- 修改英雄判断逻辑,支持基于数组的查询方式
- 修正金币数据的增减接口,增加异步云调用与本地更新的统一处理
- 删除冗余注释及无用代码,提升代码可读性和维护性
- 调整数据结构定义和类型声明,保障类型安全与代码健壮性
2025-10-19 18:05:45 +08:00
walkpan
3f6b94af0e refactor(mission): 优化肉鸽关卡及怪物生成逻辑
- 将出战英雄配置由数组改为单个英雄编号,简化相关接口和数据结构
- 统一出战英雄设置和获取方法,移除冗余多英雄管理逻辑
- 增加怪物生成时的强度倍率参数,支持怪物属性随关卡进度递增调整
- 扩展肉鸽模式配置,实现关卡类型区分及怪物数量动态计算
- 新增随机事件系统,支持事件关卡随机触发宝箱、陷阱、增益、减益等事件
- 优化怪物生成流程,整合怪物配置、等级和强度倍率信息,增强游戏体验
2025-10-19 17:18:22 +08:00
walkpan
928f1dbe16 refactor(config): 精简并优化技能与英雄配置代码
- 删除SkillSet.ts中未使用或多余的枚举和注释
- 移除SkillConfig接口中的无用字段in参数
- 统一调整技能配置字段,删除多余的in参数
- 简化SkillSet技能数据,去除冗余注释和无用代码
- heroSet.ts删除被注释的HeroKind枚举和无用注释
- 精简英雄配置相关注释,提高代码可读性与维护性
2025-10-19 15:52:37 +08:00
walkpan
6571eb2ef0 feat(game): 技能基础框架基本搭建完成,下步遇到再完善
- 调整了英雄角色top.prefab节点结构和组件关联,优化层级关系和属性值
- 修改pow、mpb等子节点的组件及位置,提升表现效果
- 更新技能atk_fires.prefab增加了ReadyLoop、SkillTime等新属性
- 调整攻击技能atk_s1.prefab的运行类型及相关时间与计数参数
- 修正atk_s1.prefab目标覆盖配置,完善prefab实例结构
- 精简atk_s_1.prefab的子节点引用,去除冗余id链接,简化资源结构
2025-10-19 15:16:39 +08:00
walkpan
6d5c768a30 refactor(game): 精简肉鸽模式关卡配置并优化怪物加载逻辑
- 调整SkillSet基础攻击技能参数,降低CD时间和技能消耗
- 更新HeroInfo中英雄和怪物的技能组合,替换为更合理的技能ID
- 注释掉部分法师及精英怪物的定义,简化怪物列表
- 优化Monster类load和hero_init方法,移除不再使用的增强属性和关卡倍数参数
- 精简MissionMonComp刷怪队列逻辑,移除增强属性和关卡倍数支持
- 调整RogueConfig,去除怪物增强属性相关代码,仅保留基础刷怪类型和数量配置
- 修正SkillCom中使用属性枚举的地方,使用统一Attrs枚举
- 清理代码注释和多余空行,提升代码规范性和可读性
2025-10-19 12:06:18 +08:00
walkpan
faae0f8005 添加了mo3 2025-10-18 09:25:43 +08:00
walkpan
2eae29f1a1 fix(hero): 修正英雄与怪物技能消耗和状态判断逻辑
- 修改Hero和Monster类中技能对象,新增cost属性用于技能消耗
- 修复HeroViewComp中isStun和isFrost方法,确保返回布尔值
- SkillConComp日志输出技能列表和消耗信息,增强调试能力
- 更新英雄配置中的map属性值由0改为100,统一角色数据映射
2025-10-18 09:07:22 +08:00
walkpan
a3e4e70d9d feat(hero): 初始化角色和怪物技能数据,修改技能数据引用
- 在Hero实体中初始化技能数组,添加技能UUID和冷却时间信息
- 在Monster实体中遍历怪物技能,准备技能相关数据
- 在HeroViewComp中新增skills属性以存储技能信息
- 在SkillEnt中修正技能属性赋值,使用深拷贝避免引用问题
- 删除SkillConComp中无用的空行,优化update方法代码格式
2025-10-17 22:29:10 +08:00
walkpan
2cdb25ac58 refactor(skillSet): 基本功完成 新buff系统 优化DBuff与Attrs映射及转换逻辑
- 规范化DBuff的枚举命名,修正属性对应关系
- 统一DBuff与Attrs的双向映射,通过TransformBuffs函数处理转换
- 移除旧的getAttrFieldFromDebuff方法,改用更灵活的映射数组
- 更新Attrs枚举,增加被易伤、防护盾等新属性
- 重新调整AttrsType映射,保证属性类型一致性

refactor(hero): 重构Hero和Monster初始化属性及buff系统

- Hero初始化时完善基础属性赋值,新增基础移动速度与攻击距离
- Hero使用initAttrs替代initBuffsDebuffs,重构buff/debuff初始化流程
- Monster初始化简化,统一按Hero写法初始化基础属性和Attrs
- 实现buff/debuff属性智能覆盖与叠加时长的改进逻辑
- 属性计算改用统一逻辑,支持数值型和百分比型准确计算
- 增加属性值范围限制,确保部分属性在合理区间内

refactor(heroViewComp): 优化buff/debuff管理及状态判断

- 统一buff和debuff的持久与临时管理字典及更新方法
- 优化临时buff/debuff的更新时间处理,自动触发属性重新计算
- 提供isStun和isFrost接口简化眩晕、冰冻状态判断
- 规范注释及代码格式,提升可读性和维护性

refactor(skillConComp): 优化眩晕与冰冻状态判断逻辑

- 移除遍历判断,改用HeroViewComp的isStun和isFrost方法
- 简化技能冷却更新逻辑,提升性能

chore(heroSet): 添加AttrSet枚举定义属性最大值限制

docs(rogueConfig): 更新说明文档中的属性枚举定义说明

- 将属性增强枚举由BuffAttr修改为Attrs,以保持一致性
2025-10-17 22:02:23 +08:00
walkpan
94f83482fa refactor(config): 修改 Buff/Debuff 接口字段命名
- 将 DbuffConf 中的属性 deV, deC, deR 重命名为 value, time, chance
- 将 BuffConf 中的属性 buV, buC, buR 重命名为 value, time, chance
- 统一代码中 Buff 和 Debuff 配置的字段命名,提升可读性和一致性
2025-10-17 19:46:31 +08:00
panw
4706a128f3 refactor(buff): 统一buff和debuff属性结构及类型区分
- 新增Buff类型枚举BType,区分数值型与百分比型属性
- 定义AttrsType,映射每个属性的类型(数值或百分比)
- 添加辅助方法isRatioAttr和getAttrType用于属性类型判断
- HeroViewComp中buff和debuff相关属性名称重新命名,区分持久型和临时型及属性类型
- 修改buff/debuff的加载、应用、更新逻辑,适配新的属性结构
- 新增HeroViewComp的isStun和isFrost方法判断状态
- BattleMoveSystem中使用新判断方法替代旧列表遍历
- 移除SkillCom中未使用的BuffAttr导入项,优化依赖关系
2025-10-17 18:41:54 +08:00
walkpan
13874f3618 比例添加还是有问题的 2025-10-17 13:40:59 +08:00
panw
d9282b7469 feat(movement): 添加移动速度属性并调整速度计算逻辑
- 在DBuff和Attrs中新增移动速度相关字段SPEED
- 修改getAttrFieldFromDebuff映射,支持移动速度下降Debuff
- 修正DbuffConf接口中deV拼写错误
- BattleMoveSystem中使用Attrs.SPEED替代原慢速减值计算速度
- HeroViewComp中修复deV字段拼写并更新减速效果处理逻辑
- 移除未使用和无效的状态类Debuff标记,优化逻辑判断
2025-10-17 10:54:02 +08:00
3197 changed files with 648652 additions and 203126 deletions

3
.gitignore vendored
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@@ -15,10 +15,11 @@ native
# VSCode
#//////////////////////////
.vscode/
.codebuddy/
#//////////////////////////
# WebStorm
#//////////////////////////
.idea/
extensions/
extensions/oops-plugin-framework

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@@ -0,0 +1,45 @@
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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@@ -0,0 +1,61 @@
## 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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@@ -0,0 +1,62 @@
## 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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@@ -1,18 +0,0 @@
# 进度更新
- 重构了动画结束处理逻辑,统一使用 EndAnmCom 组件
- 简化了技能组件代码,移除了重复的动画处理逻辑
- 修复了 SkillCom.ts 中的静态方法调用错误
- 将 this.bezierTo 改为 SkillCom.bezierTo 以正确访问静态方法
- 添加了 fixedStart 和 fixedEnd 两种新的技能移动方式
- 完善了技能移动系统,使其与配置表定义的 AnimType 完全匹配
- 为固定位置类型技能添加了动画结束endType.animationEnd支持
- 实现了动画播放完成后的技能销毁逻辑
- 修改了直线技能的结束条件,改为到达目标点时销毁
- 移除了不必要的屏幕边界检测
- 优化了技能伤害延迟计算逻辑
- 为抛物线类型技能添加了基于距离和速度的动态延迟计算
## 技能系统改进
- 优化了技能效果延迟时间的计算
- 添加了目标移动速度的考虑
- 实现了相向运动时的相对速度计算

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@@ -1,33 +0,0 @@
# 项目状态报告
## 已完成工作
- 统一了动画结束事件的处理方式
- 优化了代码结构,减少了重复代码
- 实现了直线技能的屏幕边界检测
- 优化了技能销毁逻辑
- 优化了直线技能的结束条件判断
- 确保技能行为符合设计意图
- 实现了抛物线技能的动态伤害延迟计算
- 保持了其他类型技能的默认延迟时间
- 在技能系统中实现了相对速度的计算
- 优化了技能效果的延迟时间计算机制
## 下一步工作建议
- 测试 EndAnmCom 组件在不同类型技能上的表现
- 确保动画结束事件能正确触发技能销毁
- 确认屏幕尺寸配置是否正确
- 测试直线技能在不同方向上的边界检测
- 测试直线技能到达目标点时的销毁效果
- 验证不同距离和速度下的技能表现
- 测试抛物线技能在不同距离下的伤害延迟表现
- 验证伤害时机是否与技能动画同步
- 考虑是否需要为其他类型技能添加自定义延迟计算
## 待处理的任务
- 可能需要添加更复杂的相对运动计算
- 考虑添加不同角度的相对运动支持
- 可能需要添加目标加速度的考虑
## 下一步计划
1. 验证相对速度计算的准确性
2. 考虑添加更多运动参数的支持
3. 可能需要添加碰撞预测功能

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@@ -19,13 +19,19 @@
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{
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},
"position"
]
},
{
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"path": "lab_content"
},
{
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0.8333333134651184,
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}
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{
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0.8333333134651184,
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},
{
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"_curve": {
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}
},
{
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"_times": [],
"_values": [],
"preExtrapolation": 1,
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{
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View File

@@ -20,33 +20,36 @@
"_children": [
{
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},
{
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}
],
"_active": true,
"_components": [
{
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},
{
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{
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{
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{
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}
],
"_prefab": {
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},
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": 555,
"y": 365,
"z": 0
},
"_lrot": {
@@ -72,6 +75,196 @@
},
"_id": ""
},
{
"__type__": "cc.Node",
"_objFlags": 0,
"_parent": {
"__id__": 1
},
"_prefab": {
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},
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},
{
"__type__": "cc.PrefabInfo",
"root": {
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},
"asset": {
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"__expectedType__": "cc.Prefab"
},
"fileId": "0bP5AdjVNKbIVXJK2hNWPD",
"instance": {
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},
"targetOverrides": null
},
{
"__type__": "cc.PrefabInstance",
"fileId": "58cIYrwIBIUJTPYa+To7Os",
"prefabRootNode": {
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},
"mountedChildren": [],
"mountedComponents": [],
"propertyOverrides": [
{
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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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}
],
"removedComponents": []
},
{
"__type__": "CCPropertyOverrideInfo",
"targetInfo": {
"__id__": 6
},
"propertyPath": [
"_name"
],
"value": "slist"
},
{
"__type__": "cc.TargetInfo",
"localID": [
"0bP5AdjVNKbIVXJK2hNWPD"
]
},
{
"__type__": "CCPropertyOverrideInfo",
"targetInfo": {
"__id__": 6
},
"propertyPath": [
"_lpos"
],
"value": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
}
},
{
"__type__": "CCPropertyOverrideInfo",
"targetInfo": {
"__id__": 6
},
"propertyPath": [
"_lrot"
],
"value": {
"__type__": "cc.Quat",
"x": 0,
"y": 0,
"z": 0,
"w": 1
}
},
{
"__type__": "CCPropertyOverrideInfo",
"targetInfo": {
"__id__": 6
},
"propertyPath": [
"_euler"
],
"value": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
}
},
{
"__type__": "CCPropertyOverrideInfo",
"targetInfo": {
"__id__": 11
},
"propertyPath": [
"_contentSize"
],
"value": {
"__type__": "cc.Size",
"width": 680,
"height": 120
}
},
{
"__type__": "cc.TargetInfo",
"localID": [
"53s5rNSsdM1rRVM8XF85z1"
]
},
{
"__type__": "CCPropertyOverrideInfo",
"targetInfo": {
"__id__": 13
},
"propertyPath": [
"_contentSize"
],
"value": {
"__type__": "cc.Size",
"width": 680,
"height": 120
}
},
{
"__type__": "cc.TargetInfo",
"localID": [
"0fDjKrHkFN9YsEzQamA+QJ"
]
},
{
"__type__": "CCPropertyOverrideInfo",
"targetInfo": {
"__id__": 15
},
"propertyPath": [
"_left"
],
"value": 10
},
{
"__type__": "cc.TargetInfo",
"localID": [
"88vjsnrkhKvrT5BHQt/TeZ"
]
},
{
"__type__": "CCPropertyOverrideInfo",
"targetInfo": {
"__id__": 15
},
"propertyPath": [
"_right"
],
"value": 10
},
{
"__type__": "cc.Node",
"_name": "lab_content",
@@ -84,22 +277,22 @@
"_active": true,
"_components": [
{
"__id__": 3
"__id__": 18
},
{
"__id__": 5
"__id__": 20
},
{
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"__id__": 22
}
],
"_prefab": {
"__id__": 9
"__id__": 24
},
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"y": 5,
"z": 0
},
"_lrot": {
@@ -131,11 +324,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
"__id__": 2
"__id__": 17
},
"_enabled": true,
"__prefab": {
"__id__": 4
"__id__": 19
},
"_contentSize": {
"__type__": "cc.Size",
@@ -159,11 +352,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
"__id__": 2
"__id__": 17
},
"_enabled": true,
"__prefab": {
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"__id__": 21
},
"_customMaterial": null,
"_srcBlendFactor": 2,
@@ -227,11 +420,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
"__id__": 2
"__id__": 17
},
"_enabled": true,
"__prefab": {
"__id__": 8
"__id__": 23
},
"_params": [],
"_dataID": "",
@@ -264,7 +457,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 11
"__id__": 26
},
"_contentSize": {
"__type__": "cc.Size",
@@ -292,7 +485,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 13
"__id__": 28
},
"_customMaterial": null,
"_srcBlendFactor": 2,
@@ -334,7 +527,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 15
"__id__": 30
},
"playOnLoad": true,
"_clips": [
@@ -363,13 +556,13 @@
},
"_enabled": true,
"__prefab": {
"__id__": 17
"__id__": 32
},
"lab_content": {
"__id__": 5
"__id__": 20
},
"animation": {
"__id__": 14
"__id__": 29
},
"_id": ""
},
@@ -387,13 +580,13 @@
},
"_enabled": true,
"__prefab": {
"__id__": 19
"__id__": 34
},
"_alignFlags": 1,
"_target": null,
"_left": 0,
"_right": 0,
"_top": 10,
"_top": 200,
"_bottom": 0,
"_horizontalCenter": 0,
"_verticalCenter": 0,
@@ -423,6 +616,11 @@
},
"fileId": "4fj6jVgO1KzKob1u6D65Ik",
"instance": null,
"targetOverrides": null
"targetOverrides": null,
"nestedPrefabInstanceRoots": [
{
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}
]
}
]

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@@ -1,9 +0,0 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "af691440-7aca-4cb5-9a78-9bfed9cb70de",
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"userData": {}
}

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{"ver":"1.2.0","importer":"directory","imported":true,"uuid":"551a2611-69c0-45ae-bfc6-37f056a34b33","files":[],"subMetas":{},"userData":{}}

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@@ -1,41 +0,0 @@
{
"__type__": "cc.Material",
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"_native": "",
"_effectAsset": {
"__uuid__": "cfeeea4f-db9c-42cd-a0f7-fc5cb37bd3d7",
"__expectedType__": "cc.EffectAsset"
},
"_techIdx": 0,
"_defines": [
{
"USE_TEXTURE": true
}
],
"_states": [
{
"rasterizerState": {},
"depthStencilState": {},
"blendState": {
"targets": [
{}
]
}
}
],
"_props": [
{
"glowColor": {
"__type__": "cc.Color",
"r": 0,
"g": 0,
"b": 0,
"a": 255
},
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"glowThreshold": 0.645
}
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{"ver":"1.0.21","importer":"material","imported":true,"uuid":"2fcd55a9-38ca-45aa-9164-68e48aaf51ce","files":[".json"],"subMetas":{},"userData":{}}

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@@ -1,40 +0,0 @@
{
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},
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{
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}
],
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{
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{}
]
}
}
],
"_props": [
{
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"r": 255,
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},
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{"ver":"1.0.21","importer":"material","imported":true,"uuid":"974af3c9-d7ee-449f-a5df-cd8e2dd49188","files":[".json"],"subMetas":{},"userData":{}}

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{"ver":"1.2.0","importer":"directory","imported":true,"uuid":"7d369c63-9191-4323-abcc-edda5799a410","files":[],"subMetas":{},"userData":{}}

View File

@@ -1,169 +0,0 @@
// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: sprite-vs:vert
frag: sprite-fs:frag
depthStencilState:
depthTest: false
depthWrite: false
blendState:
targets:
- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
blendDstAlpha: one_minus_src_alpha
rasterizerState:
cullMode: none
properties:
alphaThreshold: { value: 0.5 }
glowColor: { value: [1, 1, 1, 1], editor: { type: color } }
glowWidth: { value: 0.05, editor: { slide: true, range: [0, 0.3], step: 0.001 } }
glowThreshold: { value: 1, editor: { slide: true, range: [0, 1], step: 0.001 } }
}%
CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
#if SAMPLE_FROM_RT
#include <common/common-define>
#endif
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 color;
out vec2 uv0;
vec4 vert () {
vec4 pos = vec4(a_position, 1);
#if USE_LOCAL
pos = cc_matWorld * pos;
#endif
#if USE_PIXEL_ALIGNMENT
pos = cc_matView * pos;
pos.xyz = floor(pos.xyz);
pos = cc_matProj * pos;
#else
pos = cc_matViewProj * pos;
#endif
uv0 = a_texCoord;
#if SAMPLE_FROM_RT
CC_HANDLE_RT_SAMPLE_FLIP(uv0);
#endif
color = a_color;
return pos;
}
}%
CCProgram sprite-fs %{
precision highp float;
#include <builtin/internal/embedded-alpha>
#include <builtin/internal/alpha-test>
in vec4 color;
uniform FSConstants {
vec4 glowColor;
float glowWidth;
float glowThreshold;
};
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
#endif
vec4 getTextureColor (sampler2D mainTexture, vec2 uv) {
if (uv.x > 1.0 || uv.x < 0.0 || uv.y > 1.0 || uv.y < 0.0) {
return vec4(0.0, 0.0, 0.0, 0.0);
}
return texture(mainTexture, uv);
}
float getColorAlpha (float angle, float dist) {
// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
float radian = angle * 3.14 / 180.0;
vec2 newUV = uv0 + vec2(dist * cos(radian), dist * sin(radian));
vec4 color = getTextureColor(cc_spriteTexture, newUV);
return color.a;
}
float getAverageAlpha (float dist) {
float totalAlpha = 0.0;
totalAlpha += getColorAlpha(0.0, dist);
totalAlpha += getColorAlpha(30.0, dist);
totalAlpha += getColorAlpha(60.0, dist);
totalAlpha += getColorAlpha(90.0, dist);
totalAlpha += getColorAlpha(120.0, dist);
totalAlpha += getColorAlpha(150.0, dist);
totalAlpha += getColorAlpha(180.0, dist);
totalAlpha += getColorAlpha(210.0, dist);
totalAlpha += getColorAlpha(240.0, dist);
totalAlpha += getColorAlpha(270.0, dist);
totalAlpha += getColorAlpha(300.0, dist);
totalAlpha += getColorAlpha(330.0, dist);
return totalAlpha * 0.0833;
}
float getGlowAlpha () {
if (glowWidth == 0.0 ) {
return 0.0;
}
float totalAlpha = 0.0;
totalAlpha += getAverageAlpha(glowWidth * 0.1);
totalAlpha += getAverageAlpha(glowWidth * 0.2);
totalAlpha += getAverageAlpha(glowWidth * 0.3);
totalAlpha += getAverageAlpha(glowWidth * 0.4);
totalAlpha += getAverageAlpha(glowWidth * 0.5);
totalAlpha += getAverageAlpha(glowWidth * 0.6);
totalAlpha += getAverageAlpha(glowWidth * 0.7);
totalAlpha += getAverageAlpha(glowWidth * 0.8);
totalAlpha += getAverageAlpha(glowWidth * 0.9);
totalAlpha += getAverageAlpha(glowWidth * 1.0);
return totalAlpha * 0.1;
}
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
#if IS_GRAY
float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
o.r = o.g = o.b = gray;
#endif
#endif
float alpha = getGlowAlpha();
if (alpha <= glowThreshold) {
alpha /= glowThreshold;
alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
} else {
alpha = 0.0;
}
vec4 dstColor = glowColor * alpha;
vec4 scrColor = o;
o = scrColor * scrColor.a + dstColor * (1.0 - scrColor.a);
o *= color;
ALPHA_TEST(o);
return o;
}
}%

View File

@@ -1,15 +0,0 @@
{
"ver": "1.7.1",
"importer": "effect",
"imported": true,
"uuid": "cfeeea4f-db9c-42cd-a0f7-fc5cb37bd3d7",
"files": [
".json"
],
"subMetas": {},
"userData": {
"combinations": [
{}
]
}
}

View File

@@ -1,169 +0,0 @@
// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: sprite-vs:vert
frag: sprite-fs:frag
depthStencilState:
depthTest: false
depthWrite: false
blendState:
targets:
- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
blendDstAlpha: one_minus_src_alpha
rasterizerState:
cullMode: none
properties:
alphaThreshold: { value: 0.5 }
glowColor: { value: [1, 1, 1, 1], editor: { type: color } }
glowWidth: { value: 0.05, editor: { slide: true, range: [0, 0.3], step: 0.001 } }
glowThreshold: { value: 1, editor: { slide: true, range: [0, 1], step: 0.001 } }
}%
CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
#if SAMPLE_FROM_RT
#include <common/common-define>
#endif
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 color;
out vec2 uv0;
vec4 vert () {
vec4 pos = vec4(a_position, 1);
#if USE_LOCAL
pos = cc_matWorld * pos;
#endif
#if USE_PIXEL_ALIGNMENT
pos = cc_matView * pos;
pos.xyz = floor(pos.xyz);
pos = cc_matProj * pos;
#else
pos = cc_matViewProj * pos;
#endif
uv0 = a_texCoord;
#if SAMPLE_FROM_RT
CC_HANDLE_RT_SAMPLE_FLIP(uv0);
#endif
color = a_color;
return pos;
}
}%
CCProgram sprite-fs %{
precision highp float;
#include <builtin/internal/embedded-alpha>
#include <builtin/internal/alpha-test>
in vec4 color;
uniform FSConstants {
vec4 glowColor;
float glowWidth;
float glowThreshold;
};
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
#endif
vec4 getTextureColor (sampler2D mainTexture, vec2 uv) {
if (uv.x > 1.0 || uv.x < 0.0 || uv.y > 1.0 || uv.y < 0.0) {
return vec4(0.0, 0.0, 0.0, 0.0);
}
return texture(mainTexture, uv);
}
float getColorAlpha (float angle, float dist) {
// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
float radian = angle * 3.14 / 180.0;
vec2 newUV = uv0 + vec2(dist * cos(radian), dist * sin(radian));
vec4 color = getTextureColor(cc_spriteTexture, newUV);
return color.a;
}
float getAverageAlpha (float dist) {
float totalAlpha = 0.0;
totalAlpha += getColorAlpha(0.0, dist);
totalAlpha += getColorAlpha(30.0, dist);
totalAlpha += getColorAlpha(60.0, dist);
totalAlpha += getColorAlpha(90.0, dist);
totalAlpha += getColorAlpha(120.0, dist);
totalAlpha += getColorAlpha(150.0, dist);
totalAlpha += getColorAlpha(180.0, dist);
totalAlpha += getColorAlpha(210.0, dist);
totalAlpha += getColorAlpha(240.0, dist);
totalAlpha += getColorAlpha(270.0, dist);
totalAlpha += getColorAlpha(300.0, dist);
totalAlpha += getColorAlpha(330.0, dist);
return totalAlpha * 0.0833;
}
float getGlowAlpha () {
if (glowWidth == 0.0 ) {
return 0.0;
}
float totalAlpha = 0.0;
totalAlpha += getAverageAlpha(glowWidth * 0.1);
totalAlpha += getAverageAlpha(glowWidth * 0.2);
totalAlpha += getAverageAlpha(glowWidth * 0.3);
totalAlpha += getAverageAlpha(glowWidth * 0.4);
totalAlpha += getAverageAlpha(glowWidth * 0.5);
totalAlpha += getAverageAlpha(glowWidth * 0.6);
totalAlpha += getAverageAlpha(glowWidth * 0.7);
totalAlpha += getAverageAlpha(glowWidth * 0.8);
totalAlpha += getAverageAlpha(glowWidth * 0.9);
totalAlpha += getAverageAlpha(glowWidth * 1.0);
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float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
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alpha /= glowThreshold;
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vec4 dstColor = glowColor * alpha;
vec4 scrColor = o;
o = scrColor * scrColor.a + dstColor * (1.0 - scrColor.a);
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ALPHA_TEST(o);
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View File

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