import { v3 } from "cc" import { BoxSet, FacSet } from "./GameSet" import { smc } from "../SingletonModuleComp" import { BuffConf, SkillRange } from "./SkillSet" export enum AttrSet { ATTR_MAX = 85, } export enum HType { warrior = 0, remote = 1, mage = 2, support = 3, assassin = 4, } export const HTypeName ={ 0:"战士", 1:"远程", 2:"法师", 3:"辅助", 4:"刺客", } //fac:FacSet.HERO export const getHeroList = ()=>{ const filteredHeros = Object.values(HeroInfo).filter(item=>{ const facMatch = item.fac === FacSet.HERO; return facMatch; }); // 根据smc.heros中的数据分离拥有和未拥有的英雄 // smc.heros是一个包含英雄ID的数组,如[5001, 5002] const ownedHeros = filteredHeros.filter(item => smc.heros.includes(item.uuid)); const unownedHeros = filteredHeros.filter(item => !smc.heros.includes(item.uuid)); // 合并列表:拥有的在前,未拥有的在后 return [...ownedHeros, ...unownedHeros].map(item => item.uuid); } //fac:FacSet.MON export const getMonList = ()=>{ return Object.values(HeroInfo).filter(item=>{ const facMatch = item.fac === FacSet.MON; return facMatch ; }).map(item=>item.uuid) } export const HeroPos={ 0:{pos:v3(-240,BoxSet.GAME_LINE,0)}, 1:{pos:v3(0,BoxSet.GAME_LINE,0)}, 2:{pos:v3(0,BoxSet.GAME_LINE,0)}, } export const MonSet = { 0:{pos:v3(240,BoxSet.GAME_LINE+10,0)}, 1:{pos:v3(240,BoxSet.GAME_LINE-10,0)}, 2:{pos:v3(300,BoxSet.GAME_LINE+10,0)}, 3:{pos:v3(300,BoxSet.GAME_LINE-10,0)}, 4:{pos:v3(320,BoxSet.GAME_LINE+10,0)}, 5:{pos:v3(320,BoxSet.GAME_LINE-10,0)}, 6:{pos:v3(360,BoxSet.GAME_LINE+10,0)}, 7:{pos:v3(360,BoxSet.GAME_LINE-10,0)}, 8:{pos:v3(400,BoxSet.GAME_LINE+10,0)}, 9:{pos:v3(400,BoxSet.GAME_LINE-10,0)}, 10:{pos:v3(440,BoxSet.GAME_LINE+10,0)}, 11:{pos:v3(440,BoxSet.GAME_LINE-10,0)}, } export enum MonStart { SLINE_1=140, //上线y SLINE_2=100, //下线y SLINE_3=180, //下线y SLINE_4=60, //y起始点 START_X=360, //x起始点 START_I=90, //x轴间隔 } export enum HeroConf{ COST=1500, MAX_HP=10000, MAX_MP=1000, MAX_AP=2000, MAX_DEF=500, } export const getPreAttr = (uuid:number)=>{ let hp=HeroInfo[uuid].hp/HeroConf.MAX_HP let mp=HeroInfo[uuid].mp/HeroConf.MAX_MP let ap=HeroInfo[uuid].ap/HeroConf.MAX_AP let def=HeroInfo[uuid].def/HeroConf.MAX_DEF return {hp:hp,mp:mp,ap:ap,def:def} } export enum HRegen { HP=0.5 } /** * 不同职业升级属性加成配置 * 战士:高血量成长,低攻击成长 * 远程:低血量成长,高攻击成长 * 法师:低血量成长,高攻击成长 * 辅助:中血量成长,中攻击成长 * 刺客:极低血量成长,极高攻击成长 */ export const JobUpConf: Record = { [HType.warrior]: { hp: 50, ap: 3, def: 3 }, [HType.remote]: { hp: 25, ap: 7, def: 1 }, [HType.mage]: { hp: 20, ap: 8, def: 1 }, [HType.support]: { hp: 35, ap: 4, def: 2 }, [HType.assassin]: { hp: 18, ap: 9, def: 0 }, }; /** * 英雄/怪物基础信息接口 */ export interface heroInfo { uuid: number; // 唯一标识(英雄5000段,怪物5200段) name: string; // 显示名称 icon: string; // 图标名称(对应美术资源名) path: string; // 资源路径(对应美术资源名) fac: FacSet; // 阵营(FacSet.HERO 或 FacSet.MON) kind: number; // 未使用 as: number; // 攻击速度系数(越小越快) type: HType; // 职业定位(战士/远程/法师/辅助/刺客) lv: number; // 初始等级 hp: number; // 生命值上限 mp: number; // 法力值上限 ap: number; // 攻击力 def: number; // 防御(伤害减免) // dis: number; // 攻击距离(像素) rangeType: SkillRange; // 攻击距离类型 (近/中/远) speed: number; // 移动速度(像素/秒) skills: number[]; // 携带技能ID列表 buff: BuffConf[]; // 自带buff配置(通常为空,由技能动态添加) tal: number[]; // 天赋ID列表 info: string; // 描述文案 } export const CanSelectHeros: Record = { 1: [5001, 5002], 2: [5003], 3: [5004], 4: [5005], 5: [5006], 6: [5007], // 默认全开(或根据需要留空) 99: [5001, 5002, 5003, 5004, 5005, 5006, 5007] }; export const HeroInfo: Record = { // ========== 英雄角色 ========== 5001:{uuid:5001,name:"盾战士",icon:"1001",path:"hk1", fac:FacSet.HERO, kind:1,as:1.5, type:HType.warrior,lv:1,hp:300,mp:200,def:5,ap:25,speed:120,skills:[6001,6004], rangeType: SkillRange.Melee, buff:[],tal:[],info:"盾战士"}, 5002:{uuid:5002,name:"奥术法师",icon:"1001",path:"hm2", fac:FacSet.HERO, kind:2,as:1.5, type:HType.mage,lv:1,hp:150,mp:135,def:0,ap:40,speed:95,skills:[6003,6101], rangeType: SkillRange.Long, buff:[],tal:[],info:"奥术法师"}, 5003:{uuid:5003,name:"射手",icon:"1001",path:"ha1", fac:FacSet.HERO, kind:2,as:1.2, type:HType.remote,lv:1,hp:180,mp:80,def:0,ap:30,speed:140,skills:[6002,6100], rangeType: SkillRange.Long, buff:[],tal:[],info:"射手"}, 5005:{uuid:5005,name:"牧师",icon:"1001",path:"hh1", fac:FacSet.HERO, kind:2,as:1.5, type:HType.mage,lv:1,hp:160,mp:135,def:0,ap:25,speed:100,skills:[6003,6100], rangeType: SkillRange.Mid, buff:[],tal:[],info:"牧师"}, 5004:{uuid:5004,name:"火焰法师",icon:"1001",path:"hm1", fac:FacSet.HERO, kind:2,as:1.5, type:HType.mage,lv:1,hp:150,mp:140,def:0,ap:45,speed:90,skills:[6003,6101], rangeType: SkillRange.Mid, buff:[],tal:[],info:"火焰法师"}, 5006:{uuid:5006,name:"召唤法师",icon:"1001",path:"hz1", fac:FacSet.HERO, kind:2,as:1.5, type:HType.support,lv:1,hp:200,mp:145,def:0,ap:20,speed:105,skills:[6003,6101], rangeType: SkillRange.Mid, buff:[],tal:[],info:"召唤法师"}, 5007:{uuid:5007,name:"刺客",icon:"1001",path:"hc1", fac:FacSet.HERO, kind:1,as:1.2, type:HType.assassin,lv:1,hp:140,mp:60,def:0,ap:50,speed:180,skills:[6001,6004], rangeType: SkillRange.Melee, buff:[],tal:[],info:"刺客"}, // 1. 基础近战型 5201:{uuid:5201,name:"兽人战士",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0, type:HType.warrior,lv:1,hp:60,mp:100,def:0,ap:8,speed:180,skills:[6003], rangeType: SkillRange.Long, buff:[],tal:[],info:"标准炮灰:确保英雄能完成3次普攻积累天赋计数"}, // 2. 快速突击型 5301:{uuid:5301,name:"兽人斥候",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:1.2, type:HType.assassin,lv:1,hp:40,mp:100,def:0,ap:12,speed:400,skills:[6003], rangeType: SkillRange.Long, buff:[],tal:[],info:"快速突击:极高移速贴脸,检测护盾(7102)刷新率"}, // 3. 重型坦克型 5401:{uuid:5401,name:"兽人卫士",icon:"1001",path:"mo3", fac:FacSet.MON, kind:1,as:5.0, type:HType.warrior,lv:1,hp:200,mp:100,def:5,ap:15,speed:60,skills:[6003], rangeType: SkillRange.Long, buff:[],tal:[],info:"重型坦克:数值墙,检测玩家破甲(7008)与持续输出"}, // 4. 远程骚扰型 5501:{uuid:5501,name:"兽人射手",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0, type:HType.remote,lv:1,hp:50,mp:100,def:0,ap:10,speed:90,skills:[6203], rangeType: SkillRange.Long, buff:[],tal:[],info:"远程骚扰:跨屏打击,迫使阵地分散或移动英雄"}, // 5. 特殊机制型 5601:{uuid:5601,name:"兽人自爆兵",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0, type:HType.assassin,lv:1,hp:80,mp:100,def:0,ap:200,speed:220,skills:[6003], rangeType: SkillRange.Long, buff:[],tal:[],info:"特殊机制:极端伤害,漏怪即秒杀,检测减伤(7103)"}, // 召唤师:持续召唤小怪(后续可在技能系统中实现 SType.zhaohuan) 5602:{uuid:5602,name:"兽人召唤师",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0, type:HType.mage,lv:1,hp:150,mp:300,def:5,ap:10,speed:100,skills:[6003], rangeType: SkillRange.Long, buff:[],tal:[],info:"战术目标:持续召唤小怪,检测英雄大招清场频率"}, // 治疗者:为周围怪物回血(此处以提升治疗效果和生命回复为基础被动) 5603:{uuid:5603,name:"兽人祭司",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0, type:HType.support,lv:1,hp:150,mp:300,def:5,ap:10,speed:105,skills:[6003], rangeType: SkillRange.Long, buff:[],tal:[],info:"战术目标:为怪群回血,检测玩家沉默(7006)覆盖率"}, // 光环怪:为周围怪物提供增益(此处以Buff效果提升与移动速度提升为基础被动) // Attrs.BUFF_UP=60 (RATIO=1),Attrs.SPEED=63 (RATIO=1) 5604:{uuid:5604,name:"兽人图腾师",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0, type:HType.support,lv:1,hp:150,mp:250,def:5,ap:10,speed:110,skills:[6003], rangeType: SkillRange.Long, buff:[],tal:[],info:"战术目标:提供加速光环,改变怪群推进节奏"}, // 6. 精英/BOSS型 5701:{uuid:5701,name:"兽人首领(BOSS)",icon:"1001",path:"mo4", fac:FacSet.MON, kind:1,as:2.5, type:HType.warrior,lv:3,hp:2000,mp:500,def:10,ap:60,speed:120,skills:[6003], rangeType: SkillRange.Long, buff:[],tal:[],info:"终极考验:极高HP,检测大招重置与辐射协同输出"}, };