新增连杀系统、金币飞行特效、波次HUD、屏幕震动等表现功能,重构怪物刷出逻辑与难度动态调节,调整回合回血比例,优化游戏节奏与体验。 主要变更: 1. 调整回合回血比例从0.5到0.4,优化前期节奏 2. 新增连杀计数与奖励系统,支持5/10/20连杀触发对应表现 3. 实现怪物死亡掉落金币的抛物线飞行特效 4. 增加波次进度HUD,显示剩余怪物与全局回合进度 5. 新增屏幕震动工具与战斗横幅统一展示系统 6. 重构怪物刷出逻辑,支持按回合类型调整刷怪间隔,加入清场加速机制 7. 优化动态难度调节算法,增加滞回与指数平滑,避免难度突变 8. 新增Boss预警、登场事件与回合清屏事件,完善事件总线 9. 调整怪物数量阈值与回合倒计时档位,适配新的节奏设计
124 lines
5.0 KiB
TypeScript
124 lines
5.0 KiB
TypeScript
/**
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* @file WaveHudComp.ts
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* @description 波次进度 HUD 组件(表现层)
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*
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* 职责:
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* 1. 本回合清剿进度:剩余怪数(mon_num + pending_mon_num)+ 进度条。
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* 2. 全局 20 回合进度格:静态生成,Boss 回合(wave%5==0)置旗帜样式,当前回合脉动、已过回合置灰。
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*
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* 数据流:NewWave 事件缓存 total/wave;update 0.2s 降频轮询 vmdata(与 syncMonsterSpawnState 同节奏)。
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* 使用 oops-framework 模块:oops.message(事件解耦)。
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*
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* 编辑器绑定:waveLab / remainLab / progress / flagsRoot(水平 Layout 容器,20 格代码生成)。
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*/
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import { _decorator, Node, Label, ProgressBar, Sprite, Color, tween, Tween, v3, UITransform } from "cc";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { GameEvent } from "../common/config/GameEvent";
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import { smc } from "../common/SingletonModuleComp";
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import { getWaveType, WaveType, MAX_WAVE } from "./RogueConfig";
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const { ccclass, property } = _decorator;
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@ccclass('WaveHudComp')
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export class WaveHudComp extends CCComp {
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@property({ type: Label, tooltip: "回合文本(第 x/20 回合)" })
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waveLab: Label | null = null;
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@property({ type: Label, tooltip: "剩余怪数文本" })
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remainLab: Label | null = null;
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@property({ type: ProgressBar, tooltip: "本回合清剿进度条" })
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progress: ProgressBar | null = null;
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@property({ type: Node, tooltip: "全局回合旗帜容器(水平 Layout,20 格代码生成)" })
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flagsRoot: Node | null = null;
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/** 本回合怪物总数(NewWave 事件载荷缓存) */
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private waveTotal: number = 0;
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/** HUD 刷新节流计时器 */
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private hudTimer: number = 0;
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/** 20 格旗帜节点缓存(Boss 位为旗帜样式) */
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private flagNodes: Node[] = [];
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onLoad() {
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// oops.message 全局事件总线:新回合
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oops.message.on(GameEvent.NewWave, this.onNewWave, this);
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this.buildFlags();
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}
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onDestroy() {
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oops.message.off(GameEvent.NewWave, this.onNewWave, this);
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}
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/** 静态生成 20 格回合进度(Boss 位按 getWaveType 静态预知,无需运行数据) */
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private buildFlags() {
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if (!this.flagsRoot) return;
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for (let i = 1; i <= MAX_WAVE; i++) {
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const cell = new Node(`flag_${i}`);
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cell.addComponent(UITransform).setContentSize(14, 14);
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const sp = cell.addComponent(Sprite);
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// Boss 位用警示色方块,普通位用圆点色(无美术资源时以颜色区分,后续可换 spriteFrame)
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const isBoss = getWaveType(i) === WaveType.Pressure;
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sp.color = isBoss ? new Color(220, 50, 50) : new Color(120, 120, 120);
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sp.sizeMode = Sprite.SizeMode.CUSTOM;
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cell.parent = this.flagsRoot;
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this.flagNodes.push(cell);
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}
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}
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private onNewWave(event: string, data: { wave: number; total: number; bossWave: boolean }) {
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this.waveTotal = data.total;
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if (this.waveLab) this.waveLab.string = `第 ${data.wave}/${MAX_WAVE} 回合`;
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this.refreshFlags(data.wave);
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}
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/** 刷新旗帜状态:已过回合置暗,当前回合 Boss 旗脉动 */
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private refreshFlags(currentWave: number) {
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for (let i = 0; i < this.flagNodes.length; i++) {
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const cell = this.flagNodes[i];
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const wave = i + 1;
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const sp = cell.getComponent(Sprite)!;
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const isBoss = getWaveType(wave) === WaveType.Pressure;
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if (wave < currentWave) {
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sp.color = new Color(70, 70, 70); // 已过回合置暗
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cell.setScale(v3(1, 1, 1));
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Tween.stopAllByTarget(cell);
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} else if (wave === currentWave) {
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sp.color = isBoss ? new Color(255, 80, 80) : new Color(255, 220, 100);
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if (isBoss) this.playFlagPulse(cell);
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} else {
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sp.color = isBoss ? new Color(220, 50, 50) : new Color(120, 120, 120);
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cell.setScale(v3(1, 1, 1));
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Tween.stopAllByTarget(cell);
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}
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}
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}
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/** 当前回合 Boss 旗缩放脉动 */
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private playFlagPulse(cell: Node) {
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Tween.stopAllByTarget(cell);
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tween(cell)
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.to(0.5, { scale: v3(1.4, 1.4, 1) })
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.to(0.5, { scale: v3(1, 1, 1) })
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.union()
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.repeatForever()
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.start();
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}
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protected update(dt: number) {
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this.hudTimer += dt;
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if (this.hudTimer < 0.2) return;
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this.hudTimer = 0;
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const md = smc.vmdata.mission_data;
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const remain = (md.mon_num || 0) + (md.pending_mon_num || 0);
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if (this.remainLab) this.remainLab.string = `剩余 ${remain}`;
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if (this.progress) {
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this.progress.progress = this.waveTotal > 0
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? Math.min(1, Math.max(0, (this.waveTotal - remain) / this.waveTotal))
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: 0;
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}
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}
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}
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