再来一局 完善, todo : mission 添加自定义的 定时运行队列 方便销毁
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@@ -33,13 +33,18 @@ export class HeroUiComp extends CCComp {
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onLoad() {
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this.on(GameEvent.FightReady,this.fight_ready,this)
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this.on(GameEvent.UseHeroCard,this.get_hero,this)
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this.on(GameEvent.FightEnd,this.fight_end,this)
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// this.node.getChildByName("icon").getChildByName("cd").active=false
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}
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start(){
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this.fight_ready()
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}
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fight_end(){
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this.heroes=[]
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this.clearAllHeroIcons()
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}
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fight_ready(){
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console.log("[HeroUiComp]: fight_ready",this.node)
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this.heroes = []
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@@ -200,6 +205,30 @@ export class HeroUiComp extends CCComp {
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.to(0.15, { scale: v3(1, 1, 1) }, { easing: 'backOut' })
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.start()
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}
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/**
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* 清空英雄图标
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* @param heroIndex 英雄索引
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*/
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private clearHeroIcon(heroIndex: number) {
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const heroNodeName = this.HERO_NODE_NAMES[heroIndex]
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const heroNode = this.node.getChildByName(heroNodeName)
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if (!heroNode) return
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const iconNode = heroNode.getChildByName("icon")
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if (iconNode) {
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iconNode.active = false
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}
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}
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/**
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* 清空所有英雄图标
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*/
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public clearAllHeroIcons() {
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for (let i = 0; i < this.MAX_HEROES; i++) {
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this.clearHeroIcon(i)
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}
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}
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@@ -3,7 +3,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { smc } from "../common/SingletonModuleComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { FightSet, MissionData, VmInfo} from "../common/config/Mission";
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import { FightSet, HeroUI, MissionData, VmInfo} from "../common/config/Mission";
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import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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import { GameEvent } from "../common/config/GameEvent";
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import { HeroViewComp } from "../hero/HeroViewComp";
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@@ -233,6 +233,12 @@ export class MissionComp extends CCComp {
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async mission_start(){
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console.log("[MissionComp] ** 1 ** mission_start")
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// 撤销所有正在运行的scheduleOnce函数
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this.unscheduleAllCallbacks()
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this.node.getChildByName("ending").getComponent(Animation).play("startFight")
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oops.message.dispatchEvent(GameEvent.FightReady)
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this.node.active=true
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this.data_init()
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@@ -240,15 +246,18 @@ export class MissionComp extends CCComp {
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loading.active=true
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this.scheduleOnce(()=>{
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loading.active=false
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this.node.getChildByName("ending").active=false
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},1)
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this.to_ready()
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}
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to_ready(){
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console.log("[MissionComp] ** 2 ** to_ready")
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oops.message.dispatchEvent(GameEvent.HeroSelect)
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}
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ready_to_fight(){
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console.log("[MissionComp] ** 3 ** ready_to_fight")
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this.time_num=5
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this.show_time(this.to_fight.bind(this))
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}
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@@ -269,7 +278,7 @@ export class MissionComp extends CCComp {
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}
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to_fight(){
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console.log("[MissionComp] to_fight")
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console.log("[MissionComp] ** 4 ** to_fight")
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smc.vmdata.mission_data.in_fight=true
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oops.message.dispatchEvent(GameEvent.FightStart) //MissionMonComp 监听刷怪
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this.do_next_wave()
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@@ -283,6 +292,8 @@ export class MissionComp extends CCComp {
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fight_end(){
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console.log("任务结束")
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this.node.getChildByName("ending").active=true
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this.node.getChildByName("ending").getComponent(Animation).play("endFight")
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// 延迟0.5秒后执行任务结束逻辑
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this.scheduleOnce(() => {
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smc.mission.play=false
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@@ -292,6 +303,7 @@ export class MissionComp extends CCComp {
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}
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mission_end(){
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this.node.getChildByName("ending").active=false
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this.node.active=false
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}
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@@ -304,6 +316,11 @@ export class MissionComp extends CCComp {
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this.update_count=0
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this.GlodAddTimer=new Timer(smc.vmdata.mission_data.refrsh_time)
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smc.enhancements=defaultEnhancements()
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this.heros={
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0:{uuid:0,count:0},
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1:{uuid:0,count:0},
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2:{uuid:0,count:0},
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}
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this.hide_time()
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this.hide_wave_time()
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this.tals={
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@@ -374,6 +391,9 @@ export class MissionComp extends CCComp {
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}
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private cleanComponents() {
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smc.vmdata.hero1=JSON.parse(JSON.stringify(HeroUI))
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smc.vmdata.hero2=JSON.parse(JSON.stringify(HeroUI))
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smc.vmdata.hero3=JSON.parse(JSON.stringify(HeroUI))
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ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
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}
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@@ -34,6 +34,10 @@ export class VictoryComp extends CCComp {
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this.hide()
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oops.message.dispatchEvent(GameEvent.MissionEnd)
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}
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restart(){
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this.hide()
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oops.message.dispatchEvent(GameEvent.MissionStart)
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}
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open(){
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this.show()
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}
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