(client) feat:添加消息定义,添加故事定义及其运算,武器动画可用,装备UI可用以及切换武器 fix:修复快速攻击导致协程释放出错卡死,重构为计时器,修复类型转换错误导致报错
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@ -3,14 +3,31 @@
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<EventDef>
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<defName>MonsterAttack</defName>
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<label>怪物袭击</label>
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<description>生成一个怪物袭击事件</description>
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<description>生成一个怪物袭击事件,包含3个怪物</description>
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<workClass>Event_EntityGenerater</workClass>
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<value>
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<parameter>
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{
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"EntityDefName":"chicken",
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"EntityDefTypeName":"MonsterDef",
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"LocationType":"OffMap"
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"DefinitionsToChooseFrom":[
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{
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"DefName":"MonsterA1",
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"DefTypeName":"MonsterDef"
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},
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{
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"DefName":"MonsterA2",
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"DefTypeName":"MonsterDef"
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},
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{
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"DefName":"MonsterB1",
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"DefTypeName":"MonsterDef"
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},
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{
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"DefName":"MonsterB2",
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"DefTypeName":"MonsterDef"
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}
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],
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"LocationType":"OffMap",
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"Count":3
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}
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</value>
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</parameter>
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</EventDef>
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</Define>
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@ -1,3 +1,481 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Define>
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</Define>
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<!--
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本XML定义了一个多波次怪物袭击的剧本。
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剧本由以下部分构成:
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1. 消息定义 (MessageDef): 用于在不同阶段显示文本提示和警告信息。
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2. 事件定义 (EventDef): 触发实际的怪物生成事件。
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3. 故事阶段定义 (StoryStageDef): 将消息和事件按顺序组织,并控制剧情节奏。
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4. 故事定义 (StoryDef): 将所有阶段整合为一个完整的剧本流程。
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-->
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<!-- Monster Definitions (假设下方引用的怪物DefName已在其他XML文件中定义,此处仅作引用) -->
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<!-- 例如:
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<MonsterDef><defName>MonsterA1</defName><label>A怪物1</label>...</MonsterDef>
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<MonsterDef><defName>MaskMonster1</defName><label>面具1/2/3</label>...</MonsterDef>
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<MonsterDef><defName>RatMonster2</defName><label>鼠鼠2</label>...</MonsterDef>
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<MonsterDef><defName>MonsterF1</defName><label>F怪物1</label>...</MonsterDef>
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-->
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<!-- 1. MessageDef (消息定义) -->
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<!-- 剧本开始时的总览警告 -->
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<MessageDef>
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<defName>AssaultStartMessage</defName>
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<label>突袭警报</label>
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<description>剧本开始时,通知玩家敌人正在逼近的警告。</description>
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<type>ScreenCenterLargeText</type>
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<text>警告!大批敌人正在逼近!全员防御!</text>
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<color>#FF0000</color> <!-- 红色警告文本 -->
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</MessageDef>
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<!-- 第一波来袭警告 -->
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<MessageDef>
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<defName>Wave1WarningMessage</defName>
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<label>第一波来袭</label>
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<type>PassiveHint</type>
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<text>第一波敌人已出现,准备迎击!</text>
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<color>#FFFF00</color> <!-- 黄色提示文本 -->
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</MessageDef>
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<!-- 第二波来袭警告 -->
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<MessageDef>
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<defName>Wave2WarningMessage</defName>
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<label>第二波加强</label>
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<type>PassiveHint</type>
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<text>第二波敌人正在进入战场,警惕新的威胁!</text>
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<color>#FFA500</color> <!-- 橙色提示文本 -->
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</MessageDef>
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<!-- 第三波(精英)来袭警告 -->
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<MessageDef>
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<defName>Wave3WarningMessage</defName>
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<label>精英突击</label>
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<type>ScreenCenterLargeText</type>
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<text>警报!侦测到精英级敌人!小心应对!</text>
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<color>#FF4500</color> <!-- 橙红色警告文本 -->
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</MessageDef>
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<!-- 最终BOSS波来袭警告 -->
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<MessageDef>
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<defName>BossWaveWarningMessage</defName>
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<label>最终威胁</label>
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<type>ScreenCenterLargeText</type>
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<text>最终BOSS已现身,这是最后决战!</text>
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<color>#DC143C</color> <!-- 深红色致命警告文本 -->
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</MessageDef>
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<!-- 剧本完成提示 -->
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<MessageDef>
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<defName>AssaultCompleteMessage</defName>
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<label>突袭完成</label>
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<type>ScreenCenterLargeText</type>
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<text>恭喜!所有敌人已被击退,区域安全!</text>
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<color>#32CD32</color> <!-- 绿色成功提示文本 -->
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</MessageDef>
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<!-- 2. EventDef (事件定义) - 用于生成特定数量的特定怪物 -->
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<!-- Event_EntityGenerater 的 LocationType 设定为 "OffMap" 意味着怪物将从地图外生成 -->
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<!-- 第一波怪物生成事件 -->
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<EventDef>
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<defName>Event_SpawnMonsterA1_3</defName>
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<workClass>Event_EntityGenerater</workClass>
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<parameter>
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{
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"DefinitionsToChooseFrom":[ { "DefName":"MonsterA1", "DefTypeName":"MonsterDef" } ],
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"LocationType":"OffMap",
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"Count":3
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}
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</parameter>
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</EventDef>
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<EventDef>
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<defName>Event_SpawnMonsterA2_2</defName>
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<workClass>Event_EntityGenerater</workClass>
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<parameter>
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{
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"DefinitionsToChooseFrom":[ { "DefName":"MonsterA2", "DefTypeName":"MonsterDef" } ],
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"LocationType":"OffMap",
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"Count":2
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}
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</parameter>
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</EventDef>
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<EventDef>
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<defName>Event_SpawnRatMonster1_5</defName>
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<workClass>Event_EntityGenerater</workClass>
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<parameter>
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{
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"DefinitionsToChooseFrom":[ { "DefName":"RatMonster1", "DefTypeName":"MonsterDef" } ],
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"LocationType":"OffMap",
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"Count":5
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}
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</parameter>
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</EventDef>
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<!-- 第二波怪物生成事件 -->
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<EventDef>
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<defName>Event_SpawnMonsterB1_4</defName>
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<workClass>Event_EntityGenerater</workClass>
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<parameter>
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{
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"DefinitionsToChooseFrom":[ { "DefName":"MonsterB1", "DefTypeName":"MonsterDef" } ],
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"LocationType":"OffMap",
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"Count":4
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}
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</parameter>
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</EventDef>
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<EventDef>
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<defName>Event_SpawnMonsterD1_3</defName>
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<workClass>Event_EntityGenerater</workClass>
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<parameter>
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{
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"DefinitionsToChooseFrom":[ { "DefName":"MonsterD1", "DefTypeName":"MonsterDef" } ],
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"LocationType":"OffMap",
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"Count":3
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}
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</parameter>
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</EventDef>
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<EventDef>
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<defName>Event_SpawnMaskMonster1_3</defName>
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<workClass>Event_EntityGenerater</workClass>
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<parameter>
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{
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"DefinitionsToChooseFrom":[ { "DefName":"MaskMonster1", "DefTypeName":"MonsterDef" } ],
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"LocationType":"OffMap",
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"Count":3
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}
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</parameter>
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</EventDef>
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<EventDef>
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<defName>Event_SpawnSnakeMonster1_4</defName>
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<workClass>Event_EntityGenerater</workClass>
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<parameter>
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{
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"DefinitionsToChooseFrom":[ { "DefName":"SnakeMonster1", "DefTypeName":"MonsterDef" } ],
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"LocationType":"OffMap",
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"Count":4
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}
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</parameter>
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</EventDef>
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<!-- 第三波(精英)怪物生成事件 -->
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<EventDef>
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<defName>Event_SpawnMonsterC1_1</defName>
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<workClass>Event_EntityGenerater</workClass>
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<parameter>
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{
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"DefinitionsToChooseFrom":[ { "DefName":"MonsterC1", "DefTypeName":"MonsterDef" } ],
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"LocationType":"OffMap",
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"Count":1
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}
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</parameter>
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</EventDef>
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<EventDef>
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<defName>Event_SpawnMonsterC2_1</defName>
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<workClass>Event_EntityGenerater</workClass>
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<parameter>
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{
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"DefinitionsToChooseFrom":[ { "DefName":"MonsterC2", "DefTypeName":"MonsterDef" } ],
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"LocationType":"OffMap",
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"Count":1
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}
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</parameter>
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</EventDef>
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<EventDef>
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<defName>Event_SpawnMaskMonster4_2</defName>
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<workClass>Event_EntityGenerater</workClass>
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<parameter>
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{
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"DefinitionsToChooseFrom":[ { "DefName":"MaskMonster4", "DefTypeName":"MonsterDef" } ],
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"LocationType":"OffMap",
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"Count":2
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}
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</parameter>
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</EventDef>
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<EventDef>
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<defName>Event_SpawnSnakeMonster4_2</defName>
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<workClass>Event_EntityGenerater</workClass>
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<parameter>
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{
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"DefinitionsToChooseFrom":[ { "DefName":"SnakeMonster4", "DefTypeName":"MonsterDef" } ],
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"LocationType":"OffMap",
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"Count":2
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}
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</parameter>
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</EventDef>
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<EventDef>
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<defName>Event_SpawnRatMonster2_3</defName>
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<workClass>Event_EntityGenerater</workClass>
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<parameter>
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{
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"DefinitionsToChooseFrom":[ { "DefName":"RatMonster2", "DefTypeName":"MonsterDef" } ],
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"LocationType":"OffMap",
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"Count":3
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}
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</parameter>
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</EventDef>
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<EventDef>
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<defName>Event_SpawnHoloMonster3_1</defName>
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<workClass>Event_EntityGenerater</workClass>
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<parameter>
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{
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"DefinitionsToChooseFrom":[ { "DefName":"HoloMonster3", "DefTypeName":"MonsterDef" } ],
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"LocationType":"OffMap",
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"Count":1
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}
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</parameter>
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</EventDef>
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<EventDef>
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<defName>Event_SpawnMonsterE1_3</defName>
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<workClass>Event_EntityGenerater</workClass>
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<parameter>
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{
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"DefinitionsToChooseFrom":[ { "DefName":"MonsterE1", "DefTypeName":"MonsterDef" } ],
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"LocationType":"OffMap",
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"Count":3
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}
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</parameter>
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</EventDef>
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<!-- 最终BOSS波怪物生成事件 -->
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<EventDef>
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<defName>Event_SpawnMonsterF1_1</defName>
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<workClass>Event_EntityGenerater</workClass>
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<parameter>
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{
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"DefinitionsToChooseFrom":[ { "DefName":"MonsterF1", "DefTypeName":"MonsterDef" } ],
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"LocationType":"OffMap",
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"Count":1
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}
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</parameter>
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</EventDef>
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<EventDef>
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<defName>Event_SpawnMonsterF2_1</defName>
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<workClass>Event_EntityGenerater</workClass>
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<parameter>
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{
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"DefinitionsToChooseFrom":[ { "DefName":"MonsterF2", "DefTypeName":"MonsterDef" } ],
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"LocationType":"OffMap",
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"Count":1
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}
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</parameter>
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</EventDef>
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<EventDef>
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<defName>Event_SpawnMonsterE2_2</defName>
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<workClass>Event_EntityGenerater</workClass>
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<parameter>
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{
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"DefinitionsToChooseFrom":[ { "DefName":"MonsterE2", "DefTypeName":"MonsterDef" } ],
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"LocationType":"OffMap",
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"Count":2
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}
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</parameter>
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</EventDef>
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<EventDef>
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<defName>Event_SpawnMonsterD2_1</defName>
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<workClass>Event_EntityGenerater</workClass>
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<parameter>
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{
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"DefinitionsToChooseFrom":[ { "DefName":"MonsterD2", "DefTypeName":"MonsterDef" } ],
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"LocationType":"OffMap",
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"Count":1
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}
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</parameter>
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</EventDef>
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<!-- 3. StoryStageDef (故事阶段定义) -->
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<!-- 剧本开始阶段:显示总览警告 -->
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<StoryStageDef>
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<defName>Stage_AssaultIntro</defName>
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<lastWaitTime>0</lastWaitTime> <!-- 上一阶段结束后立即执行 -->
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<nextWaitTime>3</nextWaitTime> <!-- 显示警报后等待3秒 -->
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<messageDef>AssaultStartMessage</messageDef>
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</StoryStageDef>
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<!-- 第一波:基础攻击者阶段 -->
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<StoryStageDef>
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<defName>Stage_Wave1_Warning</defName>
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<lastWaitTime>0</lastWaitTime>
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<nextWaitTime>2</nextWaitTime> <!-- 显示警告后等待2秒 -->
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<messageDef>Wave1WarningMessage</messageDef>
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</StoryStageDef>
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<StoryStageDef>
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<defName>Stage_Wave1_Spawn_MonsterA1</defName>
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<lastWaitTime>0</lastWaitTime>
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<nextWaitTime>0</nextWaitTime> <!-- 立即进入下一个生成阶段 -->
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<eventDef>Event_SpawnMonsterA1_3</eventDef>
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</StoryStageDef>
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<StoryStageDef>
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<defName>Stage_Wave1_Spawn_MonsterA2</defName>
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<lastWaitTime>0</lastWaitTime>
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<nextWaitTime>0</nextWaitTime> <!-- 立即进入下一个生成阶段 -->
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<eventDef>Event_SpawnMonsterA2_2</eventDef>
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</StoryStageDef>
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<StoryStageDef>
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<defName>Stage_Wave1_Spawn_RatMonster1</defName>
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<lastWaitTime>0</lastWaitTime>
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<nextWaitTime>15</nextWaitTime> <!-- 生成该波所有怪物后,等待15秒让玩家清理 -->
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<eventDef>Event_SpawnRatMonster1_5</eventDef>
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</StoryStageDef>
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<!-- 第二波:混合威胁阶段 -->
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<StoryStageDef>
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<defName>Stage_Wave2_Warning</defName>
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<lastWaitTime>0</lastWaitTime>
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<nextWaitTime>2</nextWaitTime>
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<messageDef>Wave2WarningMessage</messageDef>
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</StoryStageDef>
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<StoryStageDef>
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<defName>Stage_Wave2_Spawn_MonsterB1</defName>
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<lastWaitTime>0</lastWaitTime>
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<nextWaitTime>0</nextWaitTime>
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<eventDef>Event_SpawnMonsterB1_4</eventDef>
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</StoryStageDef>
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<StoryStageDef>
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<defName>Stage_Wave2_Spawn_MonsterD1</defName>
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<lastWaitTime>0</lastWaitTime>
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<nextWaitTime>0</nextWaitTime>
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<eventDef>Event_SpawnMonsterD1_3</eventDef>
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</StoryStageDef>
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<StoryStageDef>
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<defName>Stage_Wave2_Spawn_MaskMonster1</defName>
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<lastWaitTime>0</lastWaitTime>
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<nextWaitTime>0</nextWaitTime>
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<eventDef>Event_SpawnMaskMonster1_3</eventDef>
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</StoryStageDef>
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<StoryStageDef>
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<defName>Stage_Wave2_Spawn_SnakeMonster1</defName>
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<lastWaitTime>0</lastWaitTime>
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<nextWaitTime>20</nextWaitTime> <!-- 清理时间20秒 -->
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<eventDef>Event_SpawnSnakeMonster1_4</eventDef>
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</StoryStageDef>
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<!-- 第三波:精英突击阶段 -->
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<StoryStageDef>
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<defName>Stage_Wave3_Warning</defName>
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<lastWaitTime>0</lastWaitTime>
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<nextWaitTime>3</nextWaitTime>
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<messageDef>Wave3WarningMessage</messageDef>
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</StoryStageDef>
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<StoryStageDef>
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<defName>Stage_Wave3_Spawn_MonsterC1</defName>
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<lastWaitTime>0</lastWaitTime>
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<nextWaitTime>0</nextWaitTime>
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<eventDef>Event_SpawnMonsterC1_1</eventDef>
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</StoryStageDef>
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<StoryStageDef>
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<defName>Stage_Wave3_Spawn_MonsterC2</defName>
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<lastWaitTime>0</lastWaitTime>
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||||
<nextWaitTime>0</nextWaitTime>
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<eventDef>Event_SpawnMonsterC2_1</eventDef>
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</StoryStageDef>
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<StoryStageDef>
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<defName>Stage_Wave3_Spawn_MaskMonster4</defName>
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||||
<lastWaitTime>0</lastWaitTime>
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||||
<nextWaitTime>0</nextWaitTime>
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<eventDef>Event_SpawnMaskMonster4_2</eventDef>
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</StoryStageDef>
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<StoryStageDef>
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<defName>Stage_Wave3_Spawn_SnakeMonster4</defName>
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||||
<lastWaitTime>0</lastWaitTime>
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||||
<nextWaitTime>0</nextWaitTime>
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||||
<eventDef>Event_SpawnSnakeMonster4_2</eventDef>
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||||
</StoryStageDef>
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<StoryStageDef>
|
||||
<defName>Stage_Wave3_Spawn_RatMonster2</defName>
|
||||
<lastWaitTime>0</lastWaitTime>
|
||||
<nextWaitTime>0</nextWaitTime>
|
||||
<eventDef>Event_SpawnRatMonster2_3</eventDef>
|
||||
</StoryStageDef>
|
||||
<StoryStageDef>
|
||||
<defName>Stage_Wave3_Spawn_HoloMonster3</defName>
|
||||
<lastWaitTime>0</lastWaitTime>
|
||||
<nextWaitTime>0</nextWaitTime>
|
||||
<eventDef>Event_SpawnHoloMonster3_1</eventDef>
|
||||
</StoryStageDef>
|
||||
<StoryStageDef>
|
||||
<defName>Stage_Wave3_Spawn_MonsterE1</defName>
|
||||
<lastWaitTime>0</lastWaitTime>
|
||||
<nextWaitTime>25</nextWaitTime> <!-- 清理时间25秒 -->
|
||||
<eventDef>Event_SpawnMonsterE1_3</eventDef>
|
||||
</StoryStageDef>
|
||||
|
||||
<!-- 最终波:BOSS战阶段 -->
|
||||
<StoryStageDef>
|
||||
<defName>Stage_BossWave_Warning</defName>
|
||||
<lastWaitTime>0</lastWaitTime>
|
||||
<nextWaitTime>3</nextWaitTime>
|
||||
<messageDef>BossWaveWarningMessage</messageDef>
|
||||
</StoryStageDef>
|
||||
<StoryStageDef>
|
||||
<defName>Stage_BossWave_Spawn_MonsterF1</defName>
|
||||
<lastWaitTime>0</lastWaitTime>
|
||||
<nextWaitTime>0</nextWaitTime>
|
||||
<eventDef>Event_SpawnMonsterF1_1</eventDef>
|
||||
</StoryStageDef>
|
||||
<StoryStageDef>
|
||||
<defName>Stage_BossWave_Spawn_MonsterF2</defName>
|
||||
<lastWaitTime>0</lastWaitTime>
|
||||
<nextWaitTime>0</nextWaitTime>
|
||||
<eventDef>Event_SpawnMonsterF2_1</eventDef>
|
||||
</StoryStageDef>
|
||||
<StoryStageDef>
|
||||
<defName>Stage_BossWave_Spawn_MonsterE2</defName>
|
||||
<lastWaitTime>0</lastWaitTime>
|
||||
<nextWaitTime>0</nextWaitTime>
|
||||
<eventDef>Event_SpawnMonsterE2_2</eventDef>
|
||||
</StoryStageDef>
|
||||
<StoryStageDef>
|
||||
<defName>Stage_BossWave_Spawn_MonsterD2</defName>
|
||||
<lastWaitTime>0</lastWaitTime>
|
||||
<nextWaitTime>30</nextWaitTime> <!-- BOSS战清理时间30秒 -->
|
||||
<eventDef>Event_SpawnMonsterD2_1</eventDef>
|
||||
</StoryStageDef>
|
||||
|
||||
<!-- 剧本结束阶段:显示完成消息 -->
|
||||
<StoryStageDef>
|
||||
<defName>Stage_AssaultConclude</defName>
|
||||
<lastWaitTime>0</lastWaitTime>
|
||||
<nextWaitTime>0</nextWaitTime> <!-- 不等待,直接结束剧本 -->
|
||||
<messageDef>AssaultCompleteMessage</messageDef>
|
||||
</StoryStageDef>
|
||||
|
||||
<!-- 4. StoryDef (故事定义) -->
|
||||
<!-- 将所有阶段整合为一个完整的怪物侵袭剧本 -->
|
||||
<StoryDef>
|
||||
<defName>MonsterAssaultScenario</defName>
|
||||
<label>怪物侵袭剧本 (多波次)</label>
|
||||
<description>这是一个包含多波怪物袭击的挑战剧本,玩家将面对不同类型的敌人,并最终迎击强大的BOSS。</description>
|
||||
<storyStage>
|
||||
<li>Stage_AssaultIntro</li>
|
||||
|
||||
<li>Stage_Wave1_Warning</li>
|
||||
<li>Stage_Wave1_Spawn_MonsterA1</li>
|
||||
<li>Stage_Wave1_Spawn_MonsterA2</li>
|
||||
<li>Stage_Wave1_Spawn_RatMonster1</li>
|
||||
|
||||
<li>Stage_Wave2_Warning</li>
|
||||
<li>Stage_Wave2_Spawn_MonsterB1</li>
|
||||
<li>Stage_Wave2_Spawn_MonsterD1</li>
|
||||
<li>Stage_Wave2_Spawn_MaskMonster1</li>
|
||||
<li>Stage_Wave2_Spawn_SnakeMonster1</li>
|
||||
|
||||
<li>Stage_Wave3_Warning</li>
|
||||
<li>Stage_Wave3_Spawn_MonsterC1</li>
|
||||
<li>Stage_Wave3_Spawn_MonsterC2</li>
|
||||
<li>Stage_Wave3_Spawn_MaskMonster4</li>
|
||||
<li>Stage_Wave3_Spawn_SnakeMonster4</li>
|
||||
<li>Stage_Wave3_Spawn_RatMonster2</li>
|
||||
<li>Stage_Wave3_Spawn_HoloMonster3</li>
|
||||
<li>Stage_Wave3_Spawn_MonsterE1</li>
|
||||
|
||||
<li>Stage_BossWave_Warning</li>
|
||||
<li>Stage_BossWave_Spawn_MonsterF1</li>
|
||||
<li>Stage_BossWave_Spawn_MonsterF2</li>
|
||||
<li>Stage_BossWave_Spawn_MonsterE2</li>
|
||||
<li>Stage_BossWave_Spawn_MonsterD2</li>
|
||||
|
||||
<li>Stage_AssaultConclude</li>
|
||||
</storyStage>
|
||||
</StoryDef>
|
||||
|
||||
</Define>
|
||||
|
Reference in New Issue
Block a user