游戏 模式再次改变

This commit is contained in:
2025-08-04 23:58:11 +08:00
parent 2423b25dea
commit b6228f7747
23 changed files with 76997 additions and 75186 deletions

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import { _decorator, resources, Sprite, SpriteAtlas ,Node, ProgressBar, tween, v3, Label, Animation, CCString, CCInteger} from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { GameEvent } from "../common/config/GameEvent";
import { CdType, SkillSet } from "../common/config/SkillSet";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "db://oops-framework/core/Oops";
import { MissionEvent } from "../common/config/MissionEvent";
import { HeroInfo } from "../common/config/heroSet";
const { ccclass, property } = _decorator;
/** 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
/** 视图层逻辑代码分离演示 */
onLoad() {
this.on(GameEvent.FightReady,this.fight_ready,this)
this.on(GameEvent.UseHeroCard,this.get_hero,this)
// this.node.getChildByName("icon").getChildByName("cd").active=false
}
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,
}
}
update(dt: number): void {
if(!smc.mission.play||smc.mission.pause) return
}
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"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(hero.path);
});
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {
this.node.destroy();
}
}