181404010226 2 månader sedan
förälder
incheckning
f30310c9d7

Filskillnaden har hållts tillbaka eftersom den är för stor
+ 144 - 265
assets/Scenes/GameLevel.scene


+ 0 - 1437
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+ 0 - 13
assets/Scenes/WeaponNode_pea_shooter.prefab.meta

@@ -1,13 +0,0 @@
-{
-  "ver": "1.1.50",
-  "importer": "prefab",
-  "imported": true,
-  "uuid": "9c95869e-a82a-4c95-aa2d-9af1a15bdd4b",
-  "files": [
-    ".json"
-  ],
-  "subMetas": {},
-  "userData": {
-    "syncNodeName": "WeaponNode_pea_shooter"
-  }
-}

BIN
assets/data/excel/关卡配置/~$关卡配置表.xlsx


BIN
assets/data/excel/方块武器配置/~$方块武器配置表.xlsx


+ 5 - 5
assets/resources/prefabs/GroundBurnArea.prefab

@@ -267,7 +267,7 @@
     "bullet": false,
     "awakeOnLoad": true,
     "_group": 8,
-    "_type": 1,
+    "_type": 0,
     "_allowSleep": true,
     "_gravityScale": 1,
     "_linearDamping": 0,
@@ -305,13 +305,13 @@
     "_restitution": 0,
     "_offset": {
       "__type__": "cc.Vec2",
-      "x": 5.3,
-      "y": 8.4
+      "x": -0.4,
+      "y": 33.9
     },
     "_size": {
       "__type__": "cc.Size",
-      "width": 190.4,
-      "height": 43.7
+      "width": 97.8,
+      "height": 94.7
     },
     "_id": ""
   },

+ 32 - 19
assets/scripts/CombatSystem/BulletEffects/GroundBurnArea.ts

@@ -118,7 +118,7 @@ export class GroundBurnArea extends Component {
          const rigidBody = this.node.getComponent(RigidBody2D);
          if (rigidBody) {
              try {
-                 rigidBody.type = ERigidBody2DType.Static;
+                 // 保持预制体中的刚体类型配置,不在代码中修改
                  rigidBody.enabledContactListener = true;
                  // 重新启用RigidBody2D组件
                  rigidBody.enabled = true;
@@ -156,22 +156,22 @@ export class GroundBurnArea extends Component {
      * 敌人进入燃烧区域
      */
     private onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null): void {
-        const enemyNode = otherCollider.node;
-        
-        console.log(`[GroundBurnArea] 碰撞检测 - 节点名称: ${enemyNode.name}, 父节点: ${enemyNode.parent?.name || 'null'}`);
-        
-        // 检查是否是敌人
-        if (this.isEnemyNode(enemyNode)) {
-            // 仅记录可攻击的敌人进入燃烧区域(隐身等状态不记录)
+        const contactNode = otherCollider.node;
+        const enemyRoot = this.resolveEnemyRootNode(contactNode);
+    
+        console.log(`[GroundBurnArea] 碰撞检测 - 子节点: ${contactNode.name}, 根节点: ${enemyRoot?.name || 'null'}`);
+    
+        // 使用根节点进行判定与记录
+        if (enemyRoot) {
             const attackStateManager = EnemyAttackStateManager.getInstance();
-            if (attackStateManager && !attackStateManager.isEnemyAttackable(enemyNode)) {
-                console.log(`[GroundBurnArea] 敌人不可攻击(隐身等),不加入区域: ${enemyNode.name}`);
+            if (attackStateManager && !attackStateManager.isEnemyAttackable(enemyRoot)) {
+                console.log(`[GroundBurnArea] 敌人不可攻击(隐身等),不加入区域: ${enemyRoot.name}`);
                 return;
             }
-            this._enemiesInArea.add(enemyNode);
-            console.log(`[GroundBurnArea] 敌人进入燃烧区域: ${enemyNode.name}, 区域内敌人数量: ${this._enemiesInArea.size}`);
+            this._enemiesInArea.add(enemyRoot);
+            console.log(`[GroundBurnArea] 敌人进入燃烧区域: ${enemyRoot.name}, 区域内敌人数量: ${this._enemiesInArea.size}`);
         } else {
-            console.log(`[GroundBurnArea] 非敌人节点进入燃烧区域: ${enemyNode.name}`);
+            console.log(`[GroundBurnArea] 非敌人节点进入燃烧区域: ${contactNode.name}`);
         }
     }
     
@@ -179,13 +179,26 @@ export class GroundBurnArea extends Component {
      * 敌人离开燃烧区域
      */
     private onEndContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null): void {
-        const enemyNode = otherCollider.node;
-        
-        // 检查是否是敌人
-        if (this.isEnemyNode(enemyNode)) {
-            this._enemiesInArea.delete(enemyNode);
-            console.log(`[GroundBurnArea] 敌人离开燃烧区域: ${enemyNode.name}, 区域内敌人数量: ${this._enemiesInArea.size}`);
+        const contactNode = otherCollider.node;
+        const enemyRoot = this.resolveEnemyRootNode(contactNode);
+    
+        if (enemyRoot) {
+            this._enemiesInArea.delete(enemyRoot);
+            console.log(`[GroundBurnArea] 敌人离开燃烧区域: ${enemyRoot.name}, 区域内敌人数量: ${this._enemiesInArea.size}`);
+        }
+    }
+    
+    private resolveEnemyRootNode(node: Node): Node | null {
+        if (!node) return null;
+        // 碰到 EnemySprite 时取父节点(根节点)
+        if (node.name === 'EnemySprite' && node.parent && node.parent.getComponent('EnemyInstance')) {
+            return node.parent;
+        }
+        // 兼容直接碰到敌人根节点的情况
+        if (node.getComponent('EnemyInstance')) {
+            return node;
         }
+        return null;
     }
     
     /**

+ 11 - 6
assets/scripts/CombatSystem/BulletEffects/GroundBurnAreaManager.ts

@@ -122,15 +122,22 @@ export class GroundBurnAreaManager extends Component {
                 return null;
             }
             
-            // 使用WeaponBullet的最终伤害值
-            const finalDamage = weaponBullet ? weaponBullet.getFinalDamage() : (effect.damage || 0);
+            // 计算燃烧伤害:DPS = (effect.damage 或 5) + 武器等级;每次伤害 = DPS * tickInterval
+            const weaponId = weaponBullet?.getWeaponConfig()?.id || 'unknown';
+            const weaponLevel = weaponBullet?.getWeaponInfo()?.getWeaponLevel?.() ?? 1;
+            const baseDps = (typeof effect.damage === 'number' ? effect.damage : 5);
+            const tickInterval = (typeof effect.tickInterval === 'number' ? effect.tickInterval : 0.5);
+            const burnDps = baseDps + weaponLevel;
+            const perTickDamage = Math.max(0, burnDps * tickInterval);
+
+            console.log(`[GroundBurnAreaManager] 计算燃烧伤害: weapon=${weaponId}, level=${weaponLevel}, baseDPS=${baseDps}, tick=${tickInterval}, DPS=${burnDps}, perTick=${perTickDamage.toFixed(2)}`);
             
             // 初始化燃烧区域
             groundBurnArea.initGroundBurnArea(
                 position,
                 effect.duration || 3,
-                finalDamage,
-                effect.tickInterval || 0.5
+                perTickDamage,
+                tickInterval
             );
             
             // 添加到活跃列表
@@ -138,8 +145,6 @@ export class GroundBurnAreaManager extends Component {
             
             console.log(`[GroundBurnAreaManager] 地面燃烧区域已创建,位置: (${position.x.toFixed(1)}, ${position.y.toFixed(1)})`);
             
-     
-            
             return burnAreaNode;
             
         } catch (error) {

+ 42 - 3
assets/scripts/CombatSystem/WeaponBullet.ts

@@ -68,7 +68,40 @@ export class WeaponBullet extends Component {
     // === 自动旋转相关 ===
     private readonly _rotationSpeedDeg: number = 720; // 每秒旋转 720° (度)
     private readonly _rotationSpeedRad: number = 720 * Math.PI / 180; // 转换为弧度,用于物理角速度
-    
+
+    // === 方向偏移映射(使图片“前进方向”与运动方向一致)===
+    // 默认这些图片的“上”为前进方向,所以与数学上的0度(向右)存在90度差异
+    private readonly _orientationOffsetByWeapon: Record<string, number> = {
+        'sharp_carrot': -90,
+        'hot_pepper': -90,
+        'okra_missile': -90,
+        'mace_club': -90
+    };
+
+    private getOrientationOffset(): number {
+        const id = this.weaponConfig?.id;
+        if (!id) return 0;
+        return this._orientationOffsetByWeapon[id] ?? 0;
+    }
+
+    private enableFacingSyncIfNeeded(): void {
+        // shouldRotate === false 时,不做自旋;按即时速度方向对齐外观
+        const shouldRotate = this.weaponConfig?.bulletConfig?.shouldRotate;
+        if (shouldRotate === false) {
+            const pelletNode = this.node.getChildByName('Pellet');
+            const targetNode = pelletNode || this.node;
+            const offset = this.getOrientationOffset();
+            this.schedule((dt: number) => {
+                if (!this.bulletTrajectory) return;
+                const vel = this.bulletTrajectory.getCurrentVelocity();
+                if (!vel || (Math.abs(vel.x) < 1e-4 && Math.abs(vel.y) < 1e-4)) return;
+                const deg = math.toDegree(Math.atan2(vel.y, vel.x)) + offset;
+                if (targetNode && targetNode.isValid) {
+                    targetNode.angle = deg;
+                }
+            }, 0);
+        }
+    }
     /**
      * 加载武器配置数据
      */
@@ -233,7 +266,7 @@ export class WeaponBullet extends Component {
             this.node.destroy();
             return;
         }
-
+    
         // 验证初始化数据
         if (!WeaponBullet.validateInitData(initData)) {
             console.error('WeaponBullet.init: 初始化数据无效');
@@ -271,6 +304,9 @@ export class WeaponBullet extends Component {
         
         // 设置碰撞监听
         this.setupCollisionListener();
+    
+        // 启用 shouldRotate=false 时的速度朝向同步(对齐拖尾)
+        this.enableFacingSyncIfNeeded();
         
         this.isInitialized = true;
     }
@@ -635,7 +671,10 @@ export class WeaponBullet extends Component {
         if (collider) {
             collider.off(Contact2DType.BEGIN_CONTACT, this.onHit, this);
         }
-        
+
+        // 取消所有调度器,避免旋转/朝向同步在销毁后继续运行
+        this.unscheduleAllCallbacks();
+
         // 清理拖尾控制器
         if (this.bulletTrailController) {
             this.bulletTrailController.resetTrail();

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