- 移除升级触发类型(TriType.LUP)及相关逻辑,改为通过英雄配置定义天赋点数获取规则 - 新增天赋点数接口(ITalPts)和配置字段,支持攻击、受击等不同触发条件 - 在天赋配置中添加点数获取(Pts)和消耗(CPts)字段 - 移除必杀技触发类型(TriType.MAX)的处理逻辑 - 优化TalComp组件结构,移除不必要的heroView引用 - 添加天赋系统设计文档(taldev.md)
246 lines
9.9 KiB
TypeScript
246 lines
9.9 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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import { BuffConf, SkillRange } from "./SkillSet"
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import { Interface } from "readline"
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import { TriType } from "./TalSet"
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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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warrior = 0,
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remote = 1,
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mage = 2,
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support = 3,
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assassin = 4,
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}
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export const HTypeName ={
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0:"战士",
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1:"远程",
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2:"法师",
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3:"辅助",
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4:"刺客",
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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(-240,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 MonSet = {
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0:{pos:v3(240,BoxSet.GAME_LINE+10,0)},
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1:{pos:v3(240,BoxSet.GAME_LINE-10,0)},
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2:{pos:v3(300,BoxSet.GAME_LINE+10,0)},
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3:{pos:v3(300,BoxSet.GAME_LINE-10,0)},
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4:{pos:v3(320,BoxSet.GAME_LINE+10,0)},
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5:{pos:v3(320,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(400,BoxSet.GAME_LINE+10,0)},
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9:{pos:v3(400,BoxSet.GAME_LINE-10,0)},
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10:{pos:v3(440,BoxSet.GAME_LINE+10,0)},
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11:{pos:v3(440,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=360, //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 mp=HeroInfo[uuid].mp/HeroConf.MAX_MP
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let ap=HeroInfo[uuid].ap/HeroConf.MAX_AP
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let def=HeroInfo[uuid].def/HeroConf.MAX_DEF
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return {hp:hp,mp:mp,ap:ap,def:def}
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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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export interface ITalPts {
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TriType: TriType; //触发添加天赋点数类型
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TriVal: number; //触发添加天赋点需求数值
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TalPts: number; //添加天赋点数值
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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.warrior]: { hp: 50, ap: 3, def: 3 },
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[HType.remote]: { hp: 25, ap: 7, def: 1 },
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[HType.mage]: { hp: 20, ap: 8, def: 1 },
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[HType.support]: { hp: 35, ap: 4, def: 2 },
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[HType.assassin]: { hp: 18, ap: 9, def: 0 },
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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; // 攻击速度系数(越小越快)
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type: HType; // 职业定位(战士/远程/法师/辅助/刺客)
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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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mp: number; // 法力值上限
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ap: number; // 攻击力
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def: number; // 防御(伤害减免)
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// dis: number; // 攻击距离(像素)
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rangeType: SkillRange; // 攻击距离类型 (近/中/远)
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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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buff: BuffConf[]; // 自带buff配置(通常为空,由技能动态添加)
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tal: number[]; // 天赋ID列表
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talPts?: ITalPts[]; // 天赋触发配置
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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,
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type:HType.warrior,lv:1,hp:300,mp:200,def:5,ap:25,speed:120,skills:[6001,6004],
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rangeType: SkillRange.Melee,
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buff:[],tal:[],talPts:[{TriType:TriType.ATK,TriVal:1,TalPts:1}],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,
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type:HType.mage,lv:1,hp:150,mp:135,def:0,ap:40,speed:95,skills:[6003,6101],
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rangeType: SkillRange.Long,
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buff:[],tal:[],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,
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type:HType.remote,lv:1,hp:180,mp:80,def:0,ap:30,speed:140,skills:[6002,6100],
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rangeType: SkillRange.Long,
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buff:[],tal:[],info:"射手"},
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5005:{uuid:5005,name:"牧师",icon:"1001",path:"hh1", fac:FacSet.HERO, kind:2,as:1,
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type:HType.mage,lv:1,hp:160,mp:135,def:0,ap:25,speed:100,skills:[6003,6100],
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rangeType: SkillRange.Mid,
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buff:[],tal:[],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,
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type:HType.mage,lv:1,hp:150,mp:140,def:0,ap:45,speed:90,skills:[6003,6101],
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rangeType: SkillRange.Mid,
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buff:[],tal:[],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,
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type:HType.support,lv:1,hp:200,mp:145,def:0,ap:20,speed:105,skills:[6003,6101],
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rangeType: SkillRange.Mid,
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buff:[],tal:[],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,
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type:HType.assassin,lv:1,hp:140,mp:60,def:0,ap:50,speed:180,skills:[6001,6004],
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rangeType: SkillRange.Melee,
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buff:[],tal:[],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,
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type:HType.warrior,lv:1,hp:60,mp:100,def:0,ap:8,speed:180,skills:[6003],
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rangeType: SkillRange.Long,
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buff:[],tal:[],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,
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type:HType.assassin,lv:1,hp:40,mp:100,def:0,ap:12,speed:400,skills:[6003],
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rangeType: SkillRange.Long,
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buff:[],tal:[],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,
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type:HType.warrior,lv:1,hp:200,mp:100,def:5,ap:15,speed:60,skills:[6003],
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rangeType: SkillRange.Long,
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buff:[],tal:[],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,
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type:HType.remote,lv:1,hp:50,mp:100,def:0,ap:10,speed:90,skills:[6203],
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rangeType: SkillRange.Long,
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buff:[],tal:[],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,
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type:HType.assassin,lv:1,hp:80,mp:100,def:0,ap:200,speed:220,skills:[6003],
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rangeType: SkillRange.Long,
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buff:[],tal:[],info:"特殊机制:极端伤害,漏怪即秒杀,检测减伤(7103)"},
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// 召唤师:持续召唤小怪(后续可在技能系统中实现 SType.zhaohuan)
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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,
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type:HType.mage,lv:1,hp:150,mp:300,def:5,ap:10,speed:100,skills:[6003],
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rangeType: SkillRange.Long,
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buff:[],tal:[],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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// 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)
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5603:{uuid:5603,name:"兽人祭司",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,
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type:HType.support,lv:1,hp:150,mp:300,def:5,ap:10,speed:105,skills:[6003],
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rangeType: SkillRange.Long,
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buff:[],tal:[],info:"战术目标:为怪群回血,检测玩家沉默(7006)覆盖率"},
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// 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)
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// Attrs.BUFF_UP=60 (RATIO=1),Attrs.SPEED=63 (RATIO=1)
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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,
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type:HType.support,lv:1,hp:150,mp:250,def:5,ap:10,speed:110,skills:[6003],
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rangeType: SkillRange.Long,
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buff:[],tal:[],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,
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type:HType.warrior,lv:3,hp:2000,mp:500,def:10,ap:60,speed:120,skills:[6003],
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rangeType: SkillRange.Long,
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buff:[],tal:[],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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