英雄召唤基本完成 下一步 满3个英雄后 不再出现其他英雄

This commit is contained in:
2025-08-05 22:28:24 +08:00
parent 6f9529ada2
commit 97bba4edb7
8 changed files with 3112 additions and 1365 deletions

View File

@@ -10,17 +10,25 @@ import { HeroInfo } from "../common/config/heroSet";
const { ccclass, property } = _decorator;
/** 英雄数据接口 */
interface HeroData {
uuid: number;
name: string;
type: number; // 1 被动 0 主动
level: number;
quality: number;
cd: number;
cd_time: number;
active: boolean;
}
/** 视图层对象 */
@ccclass('HeroUiComp')
@ecs.register('HeroUi', false)
export class HeroUiComp extends CCComp {
@property(CCString)
hero_slot:string="skill1"
@property(CCInteger)
hero_slot_index:number=1
heroUi:any=null
skill_cd_bar_progress:any=null
max_show:boolean=false
heroes: HeroData[] = []
private readonly MAX_HEROES = 3
private readonly HERO_NODE_NAMES = ['hero1', 'hero2', 'hero3']
/** 视图层逻辑代码分离演示 */
onLoad() {
this.on(GameEvent.FightReady,this.fight_ready,this)
@@ -29,22 +37,30 @@ export class HeroUiComp extends CCComp {
}
start(){
this.fight_ready()
}
fight_ready(){
console.log("[HeroUiComp]: fight_ready",this.node)
this.heroUi={
uuid:0,
name:"hero",
type:0, //1 被动 0 主动
level:0,
quality:0,
cd:0,
cd_time:0,
active:false,
this.heroes = []
for(let i = 0; i < this.MAX_HEROES; i++) {
this.heroes.push(this.createDefaultHero())
}
}
private createDefaultHero(): HeroData {
return {
uuid: 0,
name: "hero",
type: 0, //1 被动 0 主动
level: 1,
quality: 0,
cd: 0,
cd_time: 0,
active: false,
}
}
update(dt: number): void {
if(!smc.mission.play||smc.mission.pause) return
@@ -52,17 +68,137 @@ export class HeroUiComp extends CCComp {
}
get_hero(e:GameEvent,data:any){
console.log("[HeroUiComp]: get_hero",data)
let hero=HeroInfo[data.uuid]
let icon=this.node.getChildByName("icon")
icon.active=true
var icon_path = "game/heros/herois"
get_hero(e: GameEvent, data: { uuid: number }) {
console.log("[HeroUiComp]: get_hero", data)
// 尝试升级现有英雄
if (this.tryUpgradeExistingHero(data.uuid)) {
return
}
// 添加新英雄
this.addNewHero(data)
}
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(hero.path);
});
/**
* 尝试升级现有英雄
* @param uuid 英雄UUID
* @returns 是否成功升级
*/
private tryUpgradeExistingHero(uuid: number): boolean {
for (let i = 0; i < this.heroes.length; i++) {
if (this.heroes[i].uuid === uuid) {
this.heroes[i].level++
// 播放升级动画
this.playCardScaleAnimation(i)
return true
}
}
return false
}
/**
* 添加新英雄
* @param data 英雄数据
*/
private addNewHero(data: { uuid: number }) {
const heroInfo = HeroInfo[data.uuid]
if (!heroInfo) {
console.error("[HeroUiComp]: Hero info not found for uuid:", data.uuid)
return
}
// 查找空闲位置
const emptySlotIndex = this.findEmptyHeroSlot()
if (emptySlotIndex === -1) {
console.warn("[HeroUiComp]: No empty slot available for new hero")
return
}
// 设置英雄数据
this.heroes[emptySlotIndex] = {
uuid: data.uuid,
name: heroInfo.name,
type: heroInfo.type,
level: 1,
quality: heroInfo.quality,
cd: 0,
cd_time: 0,
active: false,
}
// 更新UI
this.updateHeroUI(emptySlotIndex, heroInfo)
// 播放新卡牌动画
this.playCardScaleAnimation(emptySlotIndex)
}
/**
* 查找空闲英雄槽位
* @returns 空闲槽位索引,-1表示没有空闲槽位
*/
private findEmptyHeroSlot(): number {
for (let i = 0; i < this.heroes.length; i++) {
if (this.heroes[i].uuid === 0) {
return i
}
}
return -1
}
/**
* 更新英雄UI图标和信息
* @param heroIndex 英雄索引
* @param heroInfo 英雄信息
*/
private updateHeroUI(heroIndex: number, heroInfo: { path: string }) {
const heroNodeName = this.HERO_NODE_NAMES[heroIndex]
const heroNode = this.node.getChildByName(heroNodeName)
if (!heroNode) return
const iconNode = heroNode.getChildByName("icon")
if (iconNode) {
iconNode.active = true
this.loadHeroIcon(iconNode, heroInfo.path)
}
}
/**
* 加载英雄图标
* @param iconNode 图标节点
* @param heroPath 英雄路径
*/
private loadHeroIcon(iconNode: Node, heroPath: string) {
const iconPath = "game/heros/herois"
resources.load(iconPath, SpriteAtlas, (err: any, atlas) => {
if (err) {
console.error("[HeroUiComp]: Failed to load hero icon atlas:", err)
return
}
const sprite = iconNode.getComponent(Sprite)
if (sprite && atlas) {
sprite.spriteFrame = atlas.getSpriteFrame(heroPath)
}
})
}
/**
* 播放卡牌缩放动画
* @param heroIndex 英雄索引
*/
private playCardScaleAnimation(heroIndex: number) {
const heroNodeName = this.HERO_NODE_NAMES[heroIndex]
const heroNode = this.node.getChildByName(heroNodeName)
if (!heroNode) return
// 停止可能存在的动画
tween(heroNode).stop()
// 播放缩放动画:放大 -> 恢复原始大小
tween(heroNode)
.to(0.1, { scale: v3(1.2, 1.2, 1) }, { easing: 'backOut' })
.to(0.15, { scale: v3(1, 1, 1) }, { easing: 'backOut' })
.start()
}

View File

@@ -20,17 +20,27 @@ export class MissionHeroCompComp extends CCComp {
timer:Timer=new Timer(2)
Friend_is_dead:boolean=false
current_hero_uuid:number=0
current_hero_num:number=-1
heros:any=[]
onLoad(){
this.on(GameEvent.UseHeroCard,this.call_hero,this)
this.on(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,this.change_equip_qpecial_attr,this)
this.on(GameEvent.FightReady,this.fight_ready,this)
this.on(GameEvent.Zhaohuan,this.zhao_huan,this)
}
start() {
// this.test_call()
}
fight_ready(){
this.heros=[]
for(let i=0;i<FightSet.HERO_MAX_NUM;i++){
this.heros.push({
uuid:0,
count:0,
quality:0,
})
}
this.current_hero_num=-1
this.current_hero_uuid=0
}
protected update(dt: number): void {
if(smc.mission.status != 1) return
@@ -38,9 +48,8 @@ export class MissionHeroCompComp extends CCComp {
}
change_equip_qpecial_attr(e:GameEvent,data:any){
}
private zhao_huan(event: string, args: any){
console.log("[MissionHeroComp]:zhaohuan",args)
this.addHero(args.uuid,false)
@@ -50,14 +59,48 @@ export class MissionHeroCompComp extends CCComp {
call_hero(event: string, args: any){
// console.log("call_hero",args)
// let fight_pos=args
// this.timer.reset()
// let hero_list =HeroList
// let x=RandomManager.instance.getRandomInt(0,hero_list.length,1)
// // let uuid=args.uuid
// // console.log("call_hero",uuid)
this.addHero(args.uuid,false)
console.log("[MissionHeroComp]:call_hero",this.heros,this.current_hero_num,args)
// 尝试升级现有英雄
if (this.tryUpgradeExistingHero(args.uuid)) {
return
}
// 添加新英雄
this.addNewHero(args.uuid)
}
/**
* 尝试升级现有英雄
* @param uuid 英雄UUID
* @returns 是否成功升级
*/
private tryUpgradeExistingHero(uuid: number): boolean {
for (let i = 0; i < this.heros.length; i++) {
console.log("[MissionHeroComp]:tryUpgradeExistingHero",this.heros,i,uuid)
if (this.heros[i].uuid === uuid) {
this.heros[i].count++
smc.vmdata[`hero${i+1}`].count=this.heros[i].count
oops.message.dispatchEvent(GameEvent.HeroLvUp, { uuid: uuid })
return true
}
}
return false
}
/**
* 添加新英雄到当前槽位
* @param uuid 英雄UUID
*/
private addNewHero(uuid: number) {
this.current_hero_num++
if(this.current_hero_num >= FightSet.HERO_MAX_NUM) return
this.current_hero_uuid = uuid
this.heros[this.current_hero_num].uuid = uuid
this.heros[this.current_hero_num].count = 1
this.heros[this.current_hero_num].quality = 0
this.addHero(uuid, false)
}
/** 添加英雄 */