- 在 MissionHeroComp 中召唤英雄后派发 MasterCalled 事件,以更新英雄信息面板 - 调整 hnode.prefab 中多个节点的位置和尺寸,优化界面布局 - 为多个 TypeScript 组件文件添加详细注释,说明职责、关键设计和依赖关系 - 在 MissionCardComp 中完善英雄信息面板的创建、排序和布局逻辑
466 lines
17 KiB
TypeScript
466 lines
17 KiB
TypeScript
/**
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* @file MissionHeroComp.ts
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* @description 英雄召唤与合成管理组件(逻辑层 + 视图层)
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*
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* 职责:
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* 1. 处理 **英雄召唤**:接收 CallHero 事件 → 通过串行队列执行召唤。
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* 2. 处理 **英雄合成**:检测同 UUID 同等级英雄是否达到合成条件 →
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* 执行合成动画 → 销毁素材 → 生成高一级英雄。
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* 3. 支持 **链式合成**:合成完成后自动检测更高等级是否也满足合成条件。
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* 4. 管理英雄的出生点和掉落动画。
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*
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* 关键设计:
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* - summon_queue + processSummonQueue() 确保召唤请求 **串行处理**,
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* 避免同帧并发导致合成判断错误。
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* - handleSingleSummon() 在每次召唤后检测是否触发合成。
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* - mergeGroupHeroes() 执行完整合成流程:
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* 聚合属性 → 向出生点汇聚动画 → 爆点特效 → 生成高级英雄。
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* - merge_need_count 控制合成所需数量(2 合 1 或 3 合 1)。
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* - merge_max_lv 控制合成上限等级。
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*
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* 依赖:
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* - Hero(hero/Hero.ts)—— 英雄 ECS 实体类
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* - HeroAttrsComp —— 英雄属性组件
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* - HeroInfo / HeroPos / HType(heroSet)—— 英雄静态配置
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* - FightSet —— 战斗常量(MERGE_NEED / MERGE_MAX)
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* - oneCom —— 一次性特效组件(控制爆点特效生命周期)
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*/
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import { _decorator, instantiate, Prefab, v3, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { Hero } from "../hero/Hero";
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import { smc } from "../common/SingletonModuleComp";
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import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { GameEvent } from "../common/config/GameEvent";
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import { HeroInfo, HeroPos, HType } from "../common/config/heroSet";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { FacSet, FightSet } from "../common/config/GameSet";
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import { oneCom } from "../skill/oncend";
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const { ccclass } = _decorator;
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/**
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* MissionHeroCompComp —— 英雄召唤与合成管理器
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*
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* 管理英雄的召唤请求队列、出生动画和合成系统。
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* 合成支持 2 合 1 或 3 合 1,且可链式合成至上限等级。
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*/
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@ccclass('MissionHeroCompComp')
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@ecs.register('MissionHeroComp', false)
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export class MissionHeroCompComp extends CCComp {
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// ======================== 常量 ========================
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/** 英雄出生时的掉落高度(从空中落到地面的像素差) */
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private static readonly HERO_DROP_HEIGHT = 260
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/** 近战英雄起始出生 X 坐标 */
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private static readonly HERO_SPAWN_START_MELEE_X = -280
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/** 远程(含中程)英雄起始出生 X 坐标 */
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private static readonly HERO_SPAWN_START_RANGED_X = -280
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// ======================== 运行时属性 ========================
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/** 预留计时器 */
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timer:Timer=new Timer(2)
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/** 预留状态:友方是否全部死亡 */
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Friend_is_dead:boolean=false
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/** 当前处理的英雄 uuid */
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current_hero_uuid:number=0
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/** 当前英雄数量缓存 */
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current_hero_num:number=-1
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/** 合成规则:需要几个同级英雄才能合成(2 或 3) */
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merge_need_count:number=FightSet.MERGE_NEED
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/** 允许合成的最高等级(合成产物不超过此等级) */
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merge_max_lv:number=FightSet.MERGE_MAX
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/** 是否正在执行一次合成流程(防止并发) */
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is_merging:boolean=false
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/** 是否正在消费召唤队列(防止并发) */
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is_processing_queue:boolean=false
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/** 召唤请求队列:保证召唤与合成按顺序串行执行 */
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summon_queue:{ uuid: number; hero_lv: number; pool_lv: number }[]=[]
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/** 预留英雄列表 */
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heros:any=[]
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// ======================== 生命周期 ========================
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onLoad(){
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// 注册节点级事件
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this.on(GameEvent.FightReady,this.fight_ready,this)
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this.on(GameEvent.Zhaohuan,this.zhao_huan,this)
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this.on(GameEvent.MissionEnd,this.clear_heros,this)
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// 注册全局消息
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oops.message.on(GameEvent.CallHero,this.call_hero,this)
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}
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onDestroy(){
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// 清理全部监听
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oops.message.off(GameEvent.CallHero,this.call_hero,this)
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oops.message.off(GameEvent.FightReady,this.fight_ready,this)
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oops.message.off(GameEvent.Zhaohuan,this.zhao_huan,this)
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oops.message.off(GameEvent.MissionEnd,this.clear_heros,this)
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}
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start() {
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}
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// ======================== 事件处理 ========================
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/** 关卡结束时清理全部存活英雄 ECS 实体 */
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clear_heros(){
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const heroes = this.getAliveHeroes();
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for (let i = 0; i < heroes.length; i++) {
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heroes[i].destroy();
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}
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}
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/** 战斗准备阶段:重置出战英雄计数 */
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fight_ready(){
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smc.vmdata.mission_data.hero_num=0
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}
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/** 预留:召唤事件扩展入口 */
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private zhao_huan(event: string, args: any){
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}
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/**
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* 召唤请求入口:
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* 从事件参数中提取 uuid / hero_lv / pool_lv,放入串行队列。
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*
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* @param event 事件名
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* @param args { uuid, hero_lv, pool_lv }
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*/
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private async call_hero(event: string, args: any){
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const payload = args ?? event;
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const uuid = Number(payload?.uuid ?? 1001);
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const hero_lv = Math.max(1, Number(payload?.hero_lv ?? 1));
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const pool_lv = Math.max(1, Number(payload?.pool_lv ?? 1));
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this.summon_queue.push({ uuid, hero_lv, pool_lv });
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this.processSummonQueue();
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}
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// ======================== 英雄生成 ========================
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/**
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* 生成一个英雄 ECS 实体:
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* - 计算出生点(空中)和落点(地面)。
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* - 调用 hero.load() 初始化并播放掉落动画。
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*
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* @param uuid 英雄 UUID
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* @param hero_lv 英雄等级
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* @param pool_lv 卡池等级
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* @returns 创建的 Hero 实体
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*/
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private addHero(uuid:number=1001,hero_lv:number=1, pool_lv:number=1) {
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console.log("addHero uuid:",uuid)
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let hero = ecs.getEntity<Hero>(Hero);
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let scale = 1
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const landingPos = this.resolveHeroLandingPos(uuid);
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let spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0);
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hero.load(spawnPos,scale,uuid,landingPos.y,hero_lv,pool_lv);
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// 召唤完成后,派发事件以更新英雄面板
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const model = hero.get(HeroAttrsComp);
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if (model) {
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oops.message.dispatchEvent(GameEvent.MasterCalled, {
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eid: hero.eid,
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model: model
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});
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}
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return hero;
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}
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/**
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* 计算英雄落点位置。
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* Y 坐标来自 HeroPos 配置,X 坐标根据英雄类型(近战/远程)决定。
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*
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* @param uuid 英雄 UUID
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* @returns 落点 Vec3
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*/
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private resolveHeroLandingPos(uuid: number): Vec3 {
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const hero_pos = 0;
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const baseY = HeroPos[hero_pos].pos.y;
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const startX = this.resolveSpawnStartX(uuid);
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return v3(startX, baseY, 0);
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}
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/**
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* 根据英雄类型决定出生 X 坐标。
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* @param uuid 英雄 UUID
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* @returns 近战 or 远程的起始 X
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*/
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private resolveSpawnStartX(uuid: number): number {
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const heroType = HeroInfo[uuid]?.type;
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return heroType === HType.Melee
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? MissionHeroCompComp.HERO_SPAWN_START_MELEE_X
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: MissionHeroCompComp.HERO_SPAWN_START_RANGED_X;
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}
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/**
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* 生成合成后的高级英雄,并覆盖为聚合后的属性。
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*
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* @param uuid 英雄 UUID
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* @param hero_lv 合成后等级
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* @param pool_lv 卡池等级
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* @param ap 聚合后攻击力
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* @param hp_max 聚合后最大生命值
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* @returns 实际生成的英雄等级
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*/
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private addMergedHero(uuid:number, hero_lv:number, pool_lv:number, ap:number, hp_max:number): number {
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const hero = this.addHero(uuid, hero_lv, pool_lv);
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const model = hero.get(HeroAttrsComp);
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if (!model) return hero_lv;
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model.ap = Math.max(0, ap);
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model.hp_max = Math.max(1, hp_max);
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model.hp = model.hp_max;
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model.dirty_hp = true;
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return model.lv;
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}
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// ======================== 英雄查询 ========================
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/** 获取当前全部存活友方英雄 ECS 实体列表 */
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private getAliveHeroes(): Hero[] {
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const heroes: Hero[] = [];
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ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
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const model = entity.get(HeroAttrsComp);
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if (!model) return;
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if (model.fac !== FacSet.HERO) return;
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if (model.is_dead) return;
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heroes.push(entity as Hero);
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});
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return heroes;
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}
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/**
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* 从存活英雄中挑选可参与本次合成的英雄组。
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*
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* @param aliveHeroes 存活英雄列表
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* @param uuid 目标英雄 UUID
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* @param hero_lv 目标等级
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* @param needCount 合成需要数量
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* @returns 匹配的英雄数组(长度 = needCount 或不足)
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*/
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private pickMergeHeroes(aliveHeroes: Hero[], uuid: number, hero_lv: number, needCount: number = 3): Hero[] {
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const mergeHeroes: Hero[] = [];
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for (let i = 0; i < aliveHeroes.length; i++) {
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const model = aliveHeroes[i].get(HeroAttrsComp);
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if (!model) continue;
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if (model.hero_uuid !== uuid) continue;
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if (model.lv !== hero_lv) continue;
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mergeHeroes.push(aliveHeroes[i]);
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if (mergeHeroes.length === needCount) break;
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}
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return mergeHeroes;
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}
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/** 统计满足同 UUID 同等级的可合成英雄数量 */
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private countMergeHeroes(aliveHeroes: Hero[], uuid: number, hero_lv: number): number {
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let count = 0;
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for (let i = 0; i < aliveHeroes.length; i++) {
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const model = aliveHeroes[i].get(HeroAttrsComp);
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if (!model) continue;
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if (model.hero_uuid !== uuid) continue;
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if (model.lv !== hero_lv) continue;
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count += 1;
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}
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return count;
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}
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// ======================== 合成规则 ========================
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/**
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* 读取合成所需数量(仅支持 2 或 3)。
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* 由 FightSet.MERGE_NEED 配置。
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*/
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private getMergeNeedCount(): number {
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return this.merge_need_count === 2 ? 2 : 3;
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}
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/**
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* 判断该等级是否还能继续向上合成。
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* @param hero_lv 当前等级
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* @returns true = 可以合成(未达上限)
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*/
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private canMergeLevel(hero_lv: number): boolean {
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return hero_lv < Math.max(1, this.merge_max_lv);
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}
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// ======================== 召唤队列 ========================
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/**
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* 串行消费召唤队列:
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* 使用 is_processing_queue 标志防止同帧多次调用。
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* 逐个取出队列中的请求并处理。
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*/
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private async processSummonQueue() {
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if (this.is_processing_queue) return;
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this.is_processing_queue = true;
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try {
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while (this.summon_queue.length > 0) {
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const payload = this.summon_queue.shift();
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if (!payload) continue;
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await this.handleSingleSummon(payload.uuid, payload.hero_lv, payload.pool_lv);
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}
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} finally {
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this.is_processing_queue = false;
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}
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}
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/**
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* 处理单次召唤:
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* 1. 生成英雄。
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* 2. 检测是否满足合成条件。
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* 3. 满足则执行合成 + 链式合成。
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*
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* @param uuid 英雄 UUID
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* @param hero_lv 英雄等级
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* @param pool_lv 卡池等级
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*/
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private async handleSingleSummon(uuid: number, hero_lv: number, pool_lv: number = 1) {
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this.addHero(uuid, hero_lv, pool_lv);
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if (!this.canMergeLevel(hero_lv)) return;
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const needCount = this.getMergeNeedCount();
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const aliveHeroes = this.getAliveHeroes();
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const mergeHeroes = this.pickMergeHeroes(aliveHeroes, uuid, hero_lv, needCount);
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if (mergeHeroes.length !== needCount) return;
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this.is_merging = true;
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try {
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const mergedLv = await this.mergeGroupHeroes(mergeHeroes, uuid, hero_lv, pool_lv);
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await this.tryChainMerge(uuid, mergedLv, pool_lv);
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} finally {
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this.is_merging = false;
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}
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}
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// ======================== 合成动画 ========================
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/**
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* 将一组合成素材英雄向出生点汇聚并销毁。
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* 所有素材动画完成后 Promise resolve。
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*
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* @param mergeHeroes 合成素材英雄数组
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* @param spawnPos 汇聚目标位置
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*/
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private mergeDestroyAtBirth(mergeHeroes: Hero[], spawnPos: Vec3): Promise<void> {
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return new Promise((resolve) => {
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let doneCount = 0;
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const total = mergeHeroes.length;
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if (total <= 0) {
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resolve();
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return;
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}
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const onDone = () => {
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doneCount += 1;
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if (doneCount >= total) {
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resolve();
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}
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};
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for (let i = 0; i < mergeHeroes.length; i++) {
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mergeHeroes[i].mergeToBirthAndDestroy(spawnPos, onDone);
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}
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});
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}
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/**
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* 播放合成爆点特效(使用 oneCom 控制生命周期)。
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* 延迟 0.4 秒后 resolve。
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*
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* @param worldPos 特效播放位置
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*/
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private playMergeBoomFx(worldPos: Vec3): Promise<void> {
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return new Promise((resolve) => {
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const scene = smc.map?.MapView?.scene;
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const layer = scene?.entityLayer?.node;
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if (!layer || !layer.isValid) {
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resolve();
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return;
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}
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const prefab: Prefab = oops.res.get("game/skill/end/dead", Prefab)!;
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if (!prefab) {
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resolve();
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return;
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}
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const fx = instantiate(prefab);
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if (!fx || !fx.isValid) {
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resolve();
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return;
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}
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fx.parent = layer;
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fx.setPosition(worldPos);
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fx.getComponent(oneCom) || fx.addComponent(oneCom);
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this.scheduleOnce(() => resolve(), 0.4);
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});
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}
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/**
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* 执行一次完整合成流程:
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* 1. 聚合素材的 AP 和 HP。
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* 2. 将素材向出生点汇聚并销毁。
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* 3. 播放爆点特效。
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* 4. 生成高一级英雄(属性为聚合值)。
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*
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* @param mergeHeroes 合成素材
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* @param uuid 英雄 UUID
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* @param hero_lv 素材等级
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* @param pool_lv 卡池等级
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* @returns 合成产物的实际等级
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*/
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private async mergeGroupHeroes(mergeHeroes: Hero[], uuid: number, hero_lv: number, pool_lv: number): Promise<number> {
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// 聚合属性
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let sumAp = 0;
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let sumHpMax = 0;
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for (let i = 0; i < mergeHeroes.length; i++) {
|
||
const model = mergeHeroes[i].get(HeroAttrsComp);
|
||
if (!model) continue;
|
||
sumAp += model.ap;
|
||
sumHpMax += model.hp_max;
|
||
}
|
||
// 计算出生点
|
||
const landingPos = this.resolveHeroLandingPos(uuid);
|
||
const spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0);
|
||
// 汇聚 → 特效 → 生成
|
||
await this.mergeDestroyAtBirth(mergeHeroes, spawnPos);
|
||
await this.playMergeBoomFx(spawnPos);
|
||
return this.addMergedHero(uuid, Math.min(this.merge_max_lv, hero_lv + 1), pool_lv, sumAp, sumHpMax);
|
||
}
|
||
|
||
/**
|
||
* 链式合成:合成完成后继续检测更高等级是否也满足条件。
|
||
* 最多循环 20 次作为安全上限。
|
||
*
|
||
* @param uuid 英雄 UUID
|
||
* @param startLv 起始检测等级
|
||
* @param pool_lv 卡池等级
|
||
*/
|
||
private async tryChainMerge(uuid: number, startLv: number, pool_lv: number) {
|
||
let checkLv = Math.max(1, startLv);
|
||
const needCount = this.getMergeNeedCount();
|
||
let guard = 0;
|
||
while (guard < 20) {
|
||
guard += 1;
|
||
if (!this.canMergeLevel(checkLv)) {
|
||
break;
|
||
}
|
||
const aliveHeroes = this.getAliveHeroes();
|
||
const sameCount = this.countMergeHeroes(aliveHeroes, uuid, checkLv);
|
||
if (sameCount < needCount) {
|
||
break;
|
||
}
|
||
const mergeHeroes = this.pickMergeHeroes(aliveHeroes, uuid, checkLv, needCount);
|
||
if (mergeHeroes.length < needCount) {
|
||
break;
|
||
}
|
||
checkLv = await this.mergeGroupHeroes(mergeHeroes, uuid, checkLv, pool_lv);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
/** ECS 组件移除时触发(当前不销毁节点,保留引用) */
|
||
reset() {
|
||
// this.node.destroy();
|
||
}
|
||
}
|