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
383 lines
16 KiB
TypeScript
383 lines
16 KiB
TypeScript
/**
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* @file MissionMonComp.ts
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* @description 怪物(Monster)回合刷新管理组件(逻辑层)
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*
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* 职责:
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* 1. 管理每一回合怪物的生成计划:根据 RogueConfig 生成怪物。
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* 2. 自动推进回合:在准备阶段结束时(PhasePrepareEnd)启动分批释放。
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* 3. 分批刷怪:每回合固定 3 批,每 10 秒释放一批,批内按 MON_SPAWN_INTERVAL 逐个刷出。
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*
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* 关键设计:
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* - 所有怪物统一从右侧 X=400 出生点逐个刷出(MON_SPAWN_INTERVAL 节奏控制)。
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* - 实际阵型与推进由 MonMoveComp 在战斗中向左移动自然形成,不再使用固定网格点。
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* - 槽位索引(3行×4列)仅用于 monGrid 寻路与 SCastSystem 索敌定位。
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* - 上一回合残留怪在回合结束/开始时统一清理。
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*/
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import { _decorator, v3, Vec3 } from "cc";
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import { mLogger } from "../common/Logger";
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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 { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { Monster } from "../hero/Mon";
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import { smc } from "../common/SingletonModuleComp";
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import { GameEvent } from "../common/config/GameEvent";
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import { BoxSet, FacSet } from "../common/config/GameSet";
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import { spawningEngine, GeneratedMonster, TestModeConfig, MAX_MONSTERS, BATCH_COUNT, BATCH_INTERVAL, getWaveType, SPAWN_INTERVAL_BY_TYPE } from "./RogueConfig";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { MonMoveComp } from "../hero/MonMoveComp";
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const { ccclass, property } = _decorator;
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@ccclass('MissionMonCompComp')
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@ecs.register('MissionMonComp', false)
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export class MissionMonCompComp extends CCComp {
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// ======================== 常量 ========================
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/** 怪物出生掉落高度 */
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private static readonly MON_DROP_HEIGHT = 0;
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/** 怪物统一从右侧 X=400 出生点逐个刷出,随后向左推进 */
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private static readonly MON_SPAWN_X = 400;
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/** 逐个刷怪默认间隔(秒):保证怪物排成纵队,避免堆叠;运行时按回合类型查 SPAWN_INTERVAL_BY_TYPE 覆盖 */
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private static readonly MON_SPAWN_INTERVAL = 0.3;
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/**
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* 怪物占位点:所有槽位统一以右侧出生点 (X=400) 作为坐标,
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* 实际阵型由 MonMoveComp 在战斗中向左推进时自然拉开。
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* 槽位索引仍保留 3 行 × 4 列结构,供 monGrid 寻路与 SCastSystem 索敌使用。
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* 超出 12 个槽位的怪物(放松回合)按 spawnIndex % 12 复用槽位。
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*/
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public static readonly MON_POSITIONS: Vec3[] = [
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 0: Col1-Top
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 1: Col1-Mid
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 2: Col1-Bot
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 3: Col2-Top
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 4: Col2-Mid
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 5: Col2-Bot
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 6: Col3-Top
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 7: Col3-Mid
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 8: Col3-Bot
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 9: Col4-Top
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 10: Col4-Mid
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 11: Col4-Bot
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];
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// ======================== 编辑器属性 ========================
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@property({ tooltip: "是否启用调试日志" })
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private debugMode: boolean = false;
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// ======================== 运行时状态 ========================
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/** 全局生成顺序计数器(用于渲染层级排序) */
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private globalSpawnOrder: number = 0;
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/** 当前回合数 */
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private currentWave: number = 0;
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/** 当前回合的目标怪物总数 */
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private waveTargetCount: number = 0;
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/** 当前回合已生成的怪物数量 */
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private waveSpawnedCount: number = 0;
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/** 等待生成的怪物队列(按批次分组,batch 0~2) */
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private pendingBatches: GeneratedMonster[][] = [[], [], []];
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/** 当前正在释放的批次索引 */
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private currentBatch: number = 0;
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/** 批次释放计时器(秒) */
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private batchTimer: number = 0;
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/** 是否正在分批释放中 */
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private isReleasing: boolean = false;
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/** 逐个刷怪队列:从当前批次转入,按节奏在 update 中释放 */
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private spawnQueue: GeneratedMonster[] = [];
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/** 逐个刷怪累计计时(秒) */
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private spawnTimer: number = 0;
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/** 当前回合的逐个刷怪间隔(秒),按回合类型查 SPAWN_INTERVAL_BY_TYPE */
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private spawnInterval: number = MissionMonCompComp.MON_SPAWN_INTERVAL;
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/** 当前批已刷出的怪物数(清场加速存活比例分母) */
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private batchReleasedCount: number = 0;
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/** 当前批是否已通过清场加速提前推进过(每批只触发一次) */
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private batchFastForwarded: boolean = false;
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/** 清场加速检测节流计时器(秒) */
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private aliveCheckTimer: number = 0;
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/** 本回合因清场加速累计节省的秒数(供 MissionComp 还原 DDA 判定口径,避免双重惩罚) */
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public waveEarlySkipTotal: number = 0;
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/** 清场加速触发阈值:当前批存活比例低于此值时提前推进(0.25 = 清掉 75%) */
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private static readonly BATCH_EARLY_RATIO = 0.25;
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/** 清场加速提前量(秒):等效 batchTimer 快进,保底批间隔不被瞬间叠爆 */
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private static readonly BATCH_EARLY_SKIP = 2.0;
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// ======================== 生命周期 ========================
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onLoad() {
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this.on(GameEvent.FightReady, this.fight_ready, this);
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this.on("PhasePrepareEnd", this.onPhasePrepareEnd, this);
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this.on("TimeUpAdvanceWave", this.onTimeUpAdvanceWave, this);
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}
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protected update(dt: number): void {
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// 统计待刷出的怪物总数(未释放的批次 + 正在释放的队列)
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let pendingCount = this.spawnQueue.length;
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for (let i = this.currentBatch; i < BATCH_COUNT; i++) {
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pendingCount += this.pendingBatches[i].length;
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}
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smc.vmdata.mission_data.pending_mon_num = pendingCount;
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// 场上怪物超阈值时暂停释放:冻结批次推进与逐个刷出计时(不推进计时器,恢复后从断点平滑续接)
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// 注意 pending 统计必须在 return 之前执行,保证回合结束检测(pending==0)语义不受暂停影响
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if (smc.mission.stop_spawn_mon) return;
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// 分批释放:按 BATCH_INTERVAL 节奏推进批次
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if (this.isReleasing) {
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this.batchTimer += dt;
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if (this.batchTimer >= BATCH_INTERVAL && this.currentBatch < BATCH_COUNT - 1) {
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this.batchTimer = 0;
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this.advanceBatch();
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}
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// 清场加速:0.2s 节流检测当前批存活比例,清得快则快进批次计时(学 PvZ 血量阈值提前刷新)
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this.aliveCheckTimer += dt;
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if (this.aliveCheckTimer >= 0.2) {
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this.aliveCheckTimer = 0;
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this.checkBatchEarlyAdvance();
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}
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}
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// 逐个刷怪:按 spawnInterval 节奏从队列释放
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if (this.spawnQueue.length > 0) {
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this.spawnTimer += dt;
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if (this.spawnTimer >= this.spawnInterval) {
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this.spawnTimer = 0;
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const monData = this.spawnQueue.shift()!;
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const targetPosIndex = this.waveSpawnedCount % MissionMonCompComp.MON_POSITIONS.length;
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this.addMonsterAtGrid(targetPosIndex, monData, this.currentWave);
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this.waveSpawnedCount++;
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}
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}
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}
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start() { }
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private setupWaveData(monsters: GeneratedMonster[]) {
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// 按批次分组
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this.pendingBatches = [[], [], []];
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for (const m of monsters) {
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const batch = Math.min(m.batch, BATCH_COUNT - 1);
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this.pendingBatches[batch].push(m);
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}
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this.waveTargetCount = monsters.length;
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smc.vmdata.mission_data.pending_mon_num = this.waveTargetCount;
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let hasBoss = monsters.some(m => m.isBoss);
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mLogger.log(this.debugMode, 'MissionMonComp', `[MissionMonComp] 回合 ${this.currentWave} 生成怪物总数: ${this.waveTargetCount}`);
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oops.message.dispatchEvent(GameEvent.NewWave, {
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wave: this.currentWave,
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total: this.waveTargetCount,
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bossWave: hasBoss,
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});
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}
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/**
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* 战斗准备:重置所有运行时状态并开始第一回合。
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*/
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fight_ready() {
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smc.vmdata.mission_data.mon_num = 0;
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smc.mission.stop_spawn_mon = false;
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this.globalSpawnOrder = 0;
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this.currentWave = 1;
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this.waveTargetCount = 0;
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this.waveSpawnedCount = 0;
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this.pendingBatches = [[], [], []];
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this.currentBatch = 0;
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this.batchTimer = 0;
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this.isReleasing = false;
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this.spawnQueue = [];
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this.spawnTimer = 0;
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this.batchReleasedCount = 0;
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this.batchFastForwarded = false;
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this.aliveCheckTimer = 0;
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this.waveEarlySkipTotal = 0;
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// 预生成第一回合数据以获取数量和 Boss 信息
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const monsters = spawningEngine.generateWave(this.currentWave);
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this.setupWaveData(monsters);
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if (TestModeConfig.enable) {
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mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] 测试模式已开启");
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}
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mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] Starting Wave System");
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}
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// ======================== 回合管理 ========================
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/**
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* 开始下一回合:回合数 +1 并预生成数据
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*/
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private onTimeUpAdvanceWave() {
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this.currentWave += 1;
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smc.vmdata.mission_data.level = this.currentWave;
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const monsters = spawningEngine.generateWave(this.currentWave);
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this.setupWaveData(monsters);
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}
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private onPhasePrepareEnd() {
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this.resetSlotSpawnData();
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// 按回合类型确定本回合刷怪间隔(放松回合快速倾泻,压力回合稍慢聚焦)
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this.spawnInterval = SPAWN_INTERVAL_BY_TYPE[getWaveType(this.currentWave)] ?? MissionMonCompComp.MON_SPAWN_INTERVAL;
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// 准备结束阶段:启动分批释放,
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// 第一批立即转入 spawnQueue,后续批次由 update 按 BATCH_INTERVAL 推进。
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this.startBatchRelease();
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}
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// ======================== 分批释放 ========================
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/** 启动分批释放:立即释放第一批,启动批次计时器 */
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private startBatchRelease() {
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this.currentBatch = 0;
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this.batchTimer = 0;
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this.isReleasing = true;
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this.releaseCurrentBatch();
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}
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/** 推进到下一批次 */
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private advanceBatch() {
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if (this.currentBatch >= BATCH_COUNT - 1) {
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this.isReleasing = false;
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return;
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}
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this.currentBatch++;
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this.releaseCurrentBatch();
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}
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/** 将当前批次的怪物转入 spawnQueue,等待逐个刷出 */
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private releaseCurrentBatch() {
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const batch = this.pendingBatches[this.currentBatch];
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if (batch.length === 0) {
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// 当前批次为空,尝试推进到下一批
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if (this.currentBatch < BATCH_COUNT - 1) {
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this.currentBatch++;
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this.releaseCurrentBatch();
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} else {
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this.isReleasing = false;
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}
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return;
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}
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// 将批次怪物转入逐个刷怪队列
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for (const m of batch) {
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this.spawnQueue.push(m);
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}
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this.batchReleasedCount = batch.length;
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this.batchFastForwarded = false;
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batch.length = 0;
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// 让首个怪物在下一帧立即刷出,避免额外延迟
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this.spawnTimer = this.spawnInterval;
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}
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/**
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* 清场加速检测:当前批已放完且存活比例 ≤ BATCH_EARLY_RATIO 时,快进批次计时器。
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* 只奖励"清得快"的 build(压缩批间垃圾时间),弱 build 清不完则不触发、不叠加压力。
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*/
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private checkBatchEarlyAdvance() {
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if (this.batchFastForwarded) return;
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if (this.currentBatch >= BATCH_COUNT - 1) return;
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if (this.spawnQueue.length > 0) return; // 本批还没放完,不判断
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if (this.batchReleasedCount <= 0) return;
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let alive = 0;
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ecs.query(ecs.allOf(HeroAttrsComp)).forEach(e => {
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const a = e.get(HeroAttrsComp);
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if (a && a.fac === FacSet.MON && !a.is_dead) alive++;
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});
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// alive 含前几批残留,比例 clamp 防低估
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const aliveRatio = Math.min(1, alive / this.batchReleasedCount);
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if (aliveRatio <= MissionMonCompComp.BATCH_EARLY_RATIO) {
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this.batchFastForwarded = true;
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this.batchTimer += MissionMonCompComp.BATCH_EARLY_SKIP;
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this.waveEarlySkipTotal += MissionMonCompComp.BATCH_EARLY_SKIP;
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smc.vmdata.mission_data.wave_early_skip = this.waveEarlySkipTotal;
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mLogger.log(this.debugMode, 'MissionMonComp',
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`[EarlyAdvance] batch=${this.currentBatch} alive=${alive}/${this.batchReleasedCount},快进 ${MissionMonCompComp.BATCH_EARLY_SKIP}s`);
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}
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}
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// ======================== 槽位管理 ========================
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/**
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* 清理上一回合残留怪物,并重置生成计数与逐个刷怪队列
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*/
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private resetSlotSpawnData() {
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ecs.query(ecs.allOf(HeroAttrsComp)).forEach(e => {
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const attrs = e.get(HeroAttrsComp);
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if (attrs && attrs.fac === FacSet.MON && !attrs.is_dead) {
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e.destroy();
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}
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});
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this.waveSpawnedCount = 0;
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// 同步丢弃上一回合未释放的队列,避免与新一回合混合
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this.spawnQueue = [];
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this.spawnTimer = 0;
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this.isReleasing = false;
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this.currentBatch = 0;
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this.batchTimer = 0;
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this.batchReleasedCount = 0;
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this.batchFastForwarded = false;
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this.aliveCheckTimer = 0;
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this.waveEarlySkipTotal = 0;
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smc.vmdata.mission_data.wave_early_skip = 0;
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}
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// ======================== 怪物生成 ========================
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/**
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* 在指定位置索引处生成一个怪物
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*/
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private addMonsterAtGrid(
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posIndex: number,
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monData: GeneratedMonster,
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monLv: number = 1
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) {
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let mon = ecs.getEntity<Monster>(Monster);
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let scale = -1;
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const basePos = MissionMonCompComp.MON_POSITIONS[posIndex % MissionMonCompComp.MON_POSITIONS.length];
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const spawnX = basePos.x;
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const landingY = basePos.y + (monData.isBoss ? 6 : 0);
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const spawnPos: Vec3 = v3(spawnX, landingY + MissionMonCompComp.MON_DROP_HEIGHT, 0);
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this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999;
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// 技能套装注入:通过 _testSkills 通道传递给 Mon.load()
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if (monData.skills) {
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(mon as any)._testSkills = monData.skills;
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}
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mon.load(spawnPos, scale, monData.uuid, monData.isBoss, landingY, monLv, posIndex);
|
||
|
||
// oops.message 全局事件总线:Boss 登场(震屏/音效由表现层消费)
|
||
if (monData.isBoss) {
|
||
oops.message.dispatchEvent(GameEvent.BossSpawn, { pos: spawnPos.clone() });
|
||
}
|
||
|
||
const move = mon.get(MonMoveComp);
|
||
if (move) {
|
||
move.spawnOrder = this.globalSpawnOrder;
|
||
}
|
||
|
||
// 应用新引擎计算好的最终属性
|
||
const model = mon.get(HeroAttrsComp);
|
||
if (model) {
|
||
model.ap = monData.ap;
|
||
model.hp_max = monData.hp;
|
||
model.hp = model.hp_max;
|
||
}
|
||
}
|
||
|
||
/** ECS 组件移除时触发 */
|
||
reset() { }
|
||
}
|