import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas} from "cc"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { smc } from "../common/SingletonModuleComp"; import { HeroAttrsComp } from "./HeroAttrsComp"; import { HeroViewComp } from "./HeroViewComp"; import { BoxSet, FacSet } from "../common/config/BoxSet"; import { HeroInfo, HeroPos, HType } from "../common/config/heroSet"; import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp"; import { GameEvent } from "../common/config/GameEvent"; import { SkillSet } from "../common/config/SkillSet"; import { time } from "console"; import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs"; import { HeroSkillsComp } from "./HeroSkills"; /** 角色实体 */ @ecs.register(`Hero`) export class Hero extends ecs.Entity { HeroModel!: HeroAttrsComp; HeroSkills!: HeroSkillsComp; View!: HeroViewComp; BattleMove!: BattleMoveComp; protected init() { this.addComponents( BattleMoveComp, HeroAttrsComp, HeroSkillsComp, ); } destroy(): void { this.remove(HeroViewComp); this.remove(HeroAttrsComp); this.remove(HeroSkillsComp); super.destroy(); } /** 加载角色 */ load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,fight_pos:number=1) { // console.log("英雄加载:",uuid,pos,scale,info) scale = 1 // 查找空闲英雄槽位 var path = "game/heros/"+HeroInfo[uuid].path; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); var scene = smc.map.MapView.scene; node.parent = scene.entityLayer!.node! node.setPosition(pos) // console.log("hero load",pos) var hv = node.getComponent(HeroViewComp)!; const model = this.get(HeroAttrsComp); const skillsComp = this.get(HeroSkillsComp); let hero = HeroInfo[uuid]; // 共用英雄数据 // 设置 View 层属性(表现相关) hv.scale = 1; hv.box_group = BoxSet.HERO; // 设置 Model 层属性(数据相关) model.hero_uuid = uuid; model.hero_name = hero.name; model.lv = hero.lv ? hero.lv : 1; model.type = hero.type; model.fac = FacSet.HERO; model.is_master = true; // ✅ 初始化技能数据(迁移到 HeroSkillsComp) skillsComp.initSkills(hero.skills); // 设置基础属性 model.base_ap = hero.ap; model.base_map = hero.mp; model.base_def = hero.def; model.base_hp = hero.hp; model.base_mp = hero.mp; model.base_dis = hero.dis; model.base_speed = hero.speed; // 初始化属性数组 model.Attrs = getAttrs(); model.NeAttrs = getNeAttrs(); model.hp = model.Attrs[Attrs.HP_MAX] = model.base_hp; model.mp = model.Attrs[Attrs.MP_MAX] = model.base_mp; model.Attrs[Attrs.DEF] = model.base_def; model.Attrs[Attrs.AP] = model.base_ap; model.Attrs[Attrs.MAP] = model.base_map; model.Attrs[Attrs.SPEED] = hero.speed; model.Attrs[Attrs.DIS] = hero.dis; // 初始化 buff/debuff 系统 model.initAttrs(); this.add(hv); oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid}) const move = this.get(BattleMoveComp); move.direction = 1; // 向右移动 move.targetX = 0; // 右边界' if(HeroInfo[uuid].type==HType.remote){ move.targetX = -100; // 右边界' } if(HeroInfo[uuid].type==HType.mage){ move.targetX = -200; // 右边界' } smc.vmdata.mission_data.hero_num++ } reset() { // 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放 super.destroy(); } } export class HeroLifecycleSystem extends ecs.ComblockSystem implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem { filter() { return ecs.allOf(HeroAttrsComp); } entityEnter(e: ecs.Entity): void { // 英雄实体创建时的特殊处理 console.log(`英雄进入世界: ${e.get(HeroAttrsComp).hero_name}`); } entityRemove(e: ecs.Entity): void { // 英雄实体销毁时的清理工作 console.log(`英雄离开世界: ${e.get(HeroAttrsComp).hero_name}`); } }