- 删除眩晕相关属性、状态检查及动画触发 - 移除BType枚举,简化BuffConf结构,所有buff改为固定值类型 - 清理未使用的导入和配置项,包括debuffs数组和多个英雄属性 - 简化暴击伤害计算,移除施法者暴击伤害加成 - 重构冰冻状态检查逻辑,添加frost_end_time字段
207 lines
8.1 KiB
TypeScript
207 lines
8.1 KiB
TypeScript
import { v3 } from "cc"
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import { BoxSet, FacSet } from "./GameSet"
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import { smc } from "../SingletonModuleComp"
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export enum AttrSet {
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ATTR_MAX = 85,
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}
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export enum HType {
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Melee = 0,
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Mid = 1,
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Long = 2,
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}
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export const HTypeName ={
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0:"近战",
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1:"中程",
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2:"远程",
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}
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//fac:FacSet.HERO
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export const getHeroList = ()=>{
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const filteredHeros = Object.values(HeroInfo).filter(item=>{
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const facMatch = item.fac === FacSet.HERO;
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return facMatch;
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});
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// 根据smc.heros中的数据分离拥有和未拥有的英雄
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// smc.heros是一个包含英雄ID的数组,如[5001, 5002]
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const ownedHeros = filteredHeros.filter(item => smc.heros.includes(item.uuid));
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const unownedHeros = filteredHeros.filter(item => !smc.heros.includes(item.uuid));
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// 合并列表:拥有的在前,未拥有的在后
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return [...ownedHeros, ...unownedHeros].map(item => item.uuid);
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}
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//fac:FacSet.MON
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export const getMonList = ()=>{
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return Object.values(HeroInfo).filter(item=>{
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const facMatch = item.fac === FacSet.MON;
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return facMatch ;
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}).map(item=>item.uuid)
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}
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export const HeroPos={
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0:{pos:v3(-320,BoxSet.GAME_LINE,0)},
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1:{pos:v3(0,BoxSet.GAME_LINE,0)},
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2:{pos:v3(0,BoxSet.GAME_LINE,0)},
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}
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export const FormationPointX = {
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[HType.Melee]: 0,
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[HType.Mid]: 100,
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[HType.Long]: 180,
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} as const;
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export const HeroDisVal: Record<HType.Melee | HType.Mid | HType.Long, number> = {
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[HType.Melee]: 150,
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[HType.Mid]: 400,
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[HType.Long]: 720,
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}
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export const resolveFormationTargetX = (fac: FacSet, type: HType): number => {
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const resolvedRangeType = type as HType.Melee | HType.Mid | HType.Long;
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const side = fac === FacSet.MON ? 1 : -1;
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return FormationPointX[resolvedRangeType] * side;
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}
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export const MonSet = {
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0:{pos:v3(360,BoxSet.GAME_LINE+10,0)},
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1:{pos:v3(360,BoxSet.GAME_LINE-10,0)},
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2:{pos:v3(360,BoxSet.GAME_LINE+10,0)},
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3:{pos:v3(360,BoxSet.GAME_LINE-10,0)},
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4:{pos:v3(360,BoxSet.GAME_LINE+10,0)},
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5:{pos:v3(360,BoxSet.GAME_LINE-10,0)},
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6:{pos:v3(360,BoxSet.GAME_LINE+10,0)},
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7:{pos:v3(360,BoxSet.GAME_LINE-10,0)},
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8:{pos:v3(360,BoxSet.GAME_LINE+10,0)},
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9:{pos:v3(360,BoxSet.GAME_LINE-10,0)},
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10:{pos:v3(360,BoxSet.GAME_LINE+10,0)},
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11:{pos:v3(360,BoxSet.GAME_LINE-10,0)},
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}
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export enum MonStart {
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SLINE_1=140, //上线y
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SLINE_2=100, //下线y
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SLINE_3=180, //下线y
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SLINE_4=60, //y起始点
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START_X=320, //x起始点
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START_I=90, //x轴间隔
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}
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export enum HeroConf{
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COST=0,
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MAX_HP=500,
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MAX_MP=100,
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MAX_AP=200,
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MAX_DEF=100,
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}
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export const getPreAttr = (uuid:number)=>{
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let hp=HeroInfo[uuid].hp/HeroConf.MAX_HP
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let ap=HeroInfo[uuid].ap/HeroConf.MAX_AP
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return {hp:hp,ap:ap,}
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}
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export enum HRegen {
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HP=0.5
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}
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/**
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* 不同职业升级属性加成配置
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* 战士:高血量成长,低攻击成长
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* 远程:低血量成长,高攻击成长
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* 法师:低血量成长,高攻击成长
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* 辅助:中血量成长,中攻击成长
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* 刺客:极低血量成长,极高攻击成长
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*/
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export const JobUpConf: Record<HType, { hp: number; ap: number; def: number }> = {
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[HType.Melee]: { hp: 50, ap: 5, def: 2 },
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[HType.Mid]: { hp: 30, ap: 6, def: 1 },
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[HType.Long]: { hp: 25, ap: 7, def: 1 },
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};
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/**
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* 英雄/怪物基础信息接口
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*/
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export interface heroInfo {
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uuid: number; // 唯一标识(英雄5000段,怪物5200段)
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name: string; // 显示名称
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icon: string; // 图标名称(对应美术资源名)
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path: string; // 资源路径(对应美术资源名)
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fac: FacSet; // 阵营(FacSet.HERO 或 FacSet.MON)
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kind: number; // 未使用
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as: number; // 攻击间隔(越小越快)
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ss:number; // 技能间隔
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type: HType; // 攻击定位(近战/中程/远程)
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lv: number; // 初始等级
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hp: number; // 生命值上限
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ap: number; // 攻击力
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// dis: number; // 攻击距离(像素)
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speed: number; // 移动速度(像素/秒)
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skills: number[]; // 携带技能ID列表
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info: string; // 描述文案
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}
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export const CanSelectHeros: Record<number, number[]> = {
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1: [5001, 5002],
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2: [5003],
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3: [5004],
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4: [5005],
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5: [5006],
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6: [5007],
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// 默认全开(或根据需要留空)
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99: [5001, 5002, 5003, 5004, 5005, 5006, 5007]
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};
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export const HeroInfo: Record<number, heroInfo> = {
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// ========== 英雄角色 ==========
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5001:{uuid:5001,name:"盾战士",icon:"1001",path:"hk1", fac:FacSet.HERO, kind:1,as:1,ss:5,
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type:HType.Melee,lv:1,hp:300,ap:25,speed:120,skills:[6001,6004],info:"盾战士"},
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5002:{uuid:5002,name:"奥术法师",icon:"1001",path:"hm2", fac:FacSet.HERO, kind:2,as:1,ss:5,
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type:HType.Long,lv:1,hp:150,ap:40,speed:95,skills:[6003,6101],info:"奥术法师"},
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5003:{uuid:5003,name:"射手",icon:"1001",path:"ha1", fac:FacSet.HERO, kind:2,as:1,ss:5,
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type:HType.Long,lv:1,hp:180,ap:30,speed:140,skills:[6005,6008],info:"射手"},
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5005:{uuid:5005,name:"牧师",icon:"1001",path:"hh1", fac:FacSet.HERO, kind:2,as:1,ss:5,
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type:HType.Long,lv:1,hp:160,ap:25,speed:100,skills:[6003,6100],info:"牧师"},
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5004:{uuid:5004,name:"火焰法师",icon:"1001",path:"hm1", fac:FacSet.HERO, kind:2,as:1,ss:5,
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type:HType.Long,lv:1,hp:150,ap:45,speed:90,skills:[6003,6101],info:"火焰法师"},
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5006:{uuid:5006,name:"召唤法师",icon:"1001",path:"hz1", fac:FacSet.HERO, kind:2,as:1,ss:5,
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type:HType.Long,lv:1,hp:200,ap:20,speed:105,skills:[6003,6101],info:"召唤法师"},
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5007:{uuid:5007,name:"刺客",icon:"1001",path:"hc1", fac:FacSet.HERO, kind:1,as:1,ss:5,
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type:HType.Melee,lv:1,hp:140,ap:50,speed:180,skills:[6001,6004],info:"刺客"},
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// 1. 基础近战型
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5201:{uuid:5201,name:"兽人战士",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
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type:HType.Melee,lv:1,hp:60,ap:8,speed:180,skills:[6001,6003],info:"标准炮灰:确保英雄能完成3次普攻积累天赋计数"},
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// 2. 快速突击型
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5301:{uuid:5301,name:"兽人斥候",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:1.2,ss:10,
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type:HType.Melee,lv:1,hp:40,ap:12,speed:400,skills:[6001,6003],info:"快速突击:极高移速贴脸,检测护盾(7102)刷新率"},
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// 3. 重型坦克型
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5401:{uuid:5401,name:"兽人卫士",icon:"1001",path:"mo3", fac:FacSet.MON, kind:1,as:5.0,ss:10,
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type:HType.Melee,lv:1,hp:200,ap:15,speed:60,skills:[6001,6003],info:"重型坦克:数值墙,检测玩家破甲(7008)与持续输出"},
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// 4. 远程骚扰型
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5501:{uuid:5501,name:"兽人射手",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
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type:HType.Long,lv:1,hp:50,ap:10,speed:90,skills:[6001,6003],info:"远程骚扰:跨屏打击,迫使阵地分散或移动英雄"},
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// 5. 特殊机制型
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5601:{uuid:5601,name:"兽人自爆兵",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
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type:HType.Melee,lv:1,hp:80,ap:200,speed:220,skills:[6001,6003],info:"特殊机制:极端伤害,漏怪即秒杀,检测减伤(7103)"},
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5602:{uuid:5602,name:"兽人召唤师",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
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type:HType.Melee,lv:1,hp:150,ap:10,speed:100,skills:[6001,6003],info:"战术目标:持续召唤小怪,检测英雄大招清场频率"},
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5603:{uuid:5603,name:"兽人祭司",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
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type:HType.Melee,lv:1,hp:150,ap:10,speed:105,skills:[6001,6003],info:"战术目标:为怪群回血,检测玩家沉默(7006)覆盖率"},
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5604:{uuid:5604,name:"兽人图腾师",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
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type:HType.Melee,lv:1,hp:150,ap:10,speed:110,skills:[6001,6003],info:"战术目标:提供加速光环,改变怪群推进节奏"},
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// 6. 精英/BOSS型
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5701:{uuid:5701,name:"兽人首领(BOSS)",icon:"1001",path:"mo4", fac:FacSet.MON, kind:1,as:2.5,ss:10,
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type:HType.Melee,lv:3,hp:2000,ap:60,speed:120,skills:[6002,6004],info:"终极考验:极高HP,检测大招重置与辐射协同输出"},
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};
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