import { _decorator, Label, tween, v3 } 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 { CardComp } from "./CardComp"; import { cardType, getRandomCardsByType } from "../common/config/CardSet"; import { smc } from "../common/SingletonModuleComp"; import { RandomManager } from "db://oops-framework/core/common/random/RandomManager"; import { EquipType } from "../common/config/Equips"; import { getSkills, Quality } from "../common/config/SkillSet"; import { getEnhancement } from "../common/config/LevelUp"; import { FightSet } from "../common/config/Mission"; import { oops } from "db://oops-framework/core/Oops"; import { getHeroList } from "../common/config/heroSet"; const { ccclass, property } = _decorator; /** 视图层对象 */ @ccclass('CardsCompComp') @ecs.register('CardsComp', false) export class CardsCompComp extends CCComp { card1:any=null card2:any=null card3:any=null // card4:any=null card1c:CardComp=null card2c:CardComp=null card3c:CardComp=null // card4c:CardComp=null more_btn:any=null refresh_btn:any=null cancel_btn:any=null /** 卡牌展示队列 */ private cardQueue: Array<{type: GameEvent, data?: any}> = []; /** 是否正在展示卡牌 */ private isShowing: boolean = false; //**当前卡组 */ private now_card:any=null; //**是否正在倒计时 */ private is_countdown:boolean=false; //**倒计时时间 */ private countdown_time:number=10; /** 视图层逻辑代码分离演示 */ onLoad() { // var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象 this.on(GameEvent.HeroSkillSelect, this.addToQueue, this); this.on(GameEvent.HeroSelect, this.addToQueue, this); this.on(GameEvent.CardRefresh, this.addToQueue, this); this.on(GameEvent.FuncSelect, this.addToQueue, this); this.on(GameEvent.MissionEnd, this.clear_cards, this); this.on(GameEvent.HeroSkillSelectEnd, this.close_cards, this); this.on(GameEvent.CardsClose, this.close_cards, this); this.on(GameEvent.EquipSelect, this.addToQueue, this); this.on(GameEvent.EnhancementSelect, this.addToQueue, this); this.on(GameEvent.TalentSelect, this.addToQueue, this); this.on(GameEvent.AD_BACK_TRUE,this.ad_back_true,this) this.on(GameEvent.AD_BACK_FALSE,this.ad_back_false,this) this.card1=this.node.getChildByName("cards").getChildByName("card1") this.card2=this.node.getChildByName("cards").getChildByName("card2") this.card3=this.node.getChildByName("cards").getChildByName("card3") // this.card4=this.node.getChildByName("card4") this.card1c=this.card1.getComponent(CardComp) this.card2c=this.card2.getComponent(CardComp) this.card3c=this.card3.getComponent(CardComp) // this.card4c=this.card4.getComponent(CardComp) this.more_btn=this.node.getChildByName("btns").getChildByName("more") this.refresh_btn=this.node.getChildByName("btns").getChildByName("new") this.cancel_btn=this.node.getChildByName("btns").getChildByName("cancel") } show_cards(e:GameEvent,data:any,is_refresh:boolean=false){ this.cancel_btn.active=false switch(e){ case GameEvent.HeroSelect: console.log("[CardsComp]:显示英雄选择卡牌",data) let title="选择英雄" this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string=title this.hero_select(data) break case GameEvent.HeroSkillSelect: console.log("[CardsComp]:显示技能选择卡牌") this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择技能" this.hero_skill_select(data) break case GameEvent.FuncSelect: console.log("[CardsComp]:显示功能卡牌") this.cancel_btn.active=true this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择卡牌" this.func_select() break case GameEvent.EquipSelect: console.log("[CardsComp]:显示装备选择卡牌") this.cancel_btn.active=true this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择装备" this.equip_select(data) break case GameEvent.EnhancementSelect: console.log("[CardsComp]:显示强化选择卡牌") this.cancel_btn.active=true this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择强化" this.enhancement_select() break case GameEvent.TalentSelect: console.log("[CardsComp]:显示天赋选择卡牌") this.cancel_btn.active=true this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择天赋" this.talent_select(data) break } if(!is_refresh) this.show() } talent_select(data:any){ let list=getRandomCardsByType(cardType.TALENT,3,Quality.GREEN) console.log("[CardsComp]:天赋选择卡牌列表",list) this.card1c.talent_select(list[0],data) this.card2c.talent_select(list[1],data) this.card3c.talent_select(list[2],data) } enhancement_select(){ let list=getEnhancement(smc.enhancements,3) console.log("[CardsComp]:强化选择卡牌列表",smc.enhancements,list) this.card1c.enhancement_select(list[0]) this.card2c.enhancement_select(list[1]) this.card3c.enhancement_select(list[2]) } hero_select(data:any){ let list=getHeroList(data.called) console.log("[CardsComp]:英雄选择卡牌列表",list) this.card1c.hero_select(list[0]) this.card2c.hero_select(list[1]) this.card3c.hero_select(list[2]) // this.card4c.hero_select(list[3]) } hero_skill_select(data:any){ let list=[] if(data.slot=="skill1"){ list =getRandomCardsByType(cardType.SKILL,3,Quality.GREEN) }else if(data.slot=="skill2"){ list=getRandomCardsByType(cardType.SKILL,3,Quality.BLUE) }else if(data.slot=="skill3"){ list=getRandomCardsByType(cardType.SKILL,3,Quality.PURPLE) } console.log("[CardsComp]:技能选择卡牌列表",list) this.card1c.hero_skill_select(list[0],data) this.card2c.hero_skill_select(list[1],data) this.card3c.hero_skill_select(list[2],data) // this.card4c.hero_skill_select(list[3]) } equip_select(data:any){ let list=[] switch(data.slot){ case "weapon": list=getRandomCardsByType(cardType.EQUIP,3,EquipType.WEAPON,data.lv) break case "armor": list=getRandomCardsByType(cardType.EQUIP,3,EquipType.ARMOR,data.lv) break case "accessory": list=getRandomCardsByType(cardType.EQUIP,3,EquipType.ACCESSORY,data.lv) break } console.log("[CardsComp]:装备选择卡牌列表",list) this.card1c.equip_select(list[0],data) this.card2c.equip_select(list[1],data) this.card3c.equip_select(list[2],data) // this.card4c.equip_select(list[3]) } func_select(){ let list=getRandomCardsByType(cardType.SPECIAL,3) console.log("[CardsComp]:功能选择卡牌列表",list) this.card1c.func_select(list[0]) this.card2c.func_select(list[1]) this.card3c.func_select(list[2]) // this.card4c.func_select(list[3]) } random_select(){ this.card1c.random_select() this.card2c.random_select() this.card3c.random_select() // this.card4c.random_select() } /** 添加卡牌展示到队列 */ private addToQueue(e: GameEvent, data?: any) { console.log("[CardsComp]:添加卡牌到队列", e,data); this.cardQueue.push({type: e, data: data}); this.processQueue(); } /** 处理卡牌队列 */ private processQueue() { if (this.isShowing || this.cardQueue.length === 0) { return; } const nextCard = this.cardQueue.shift(); this.isShowing = true; this.now_card=nextCard this.show_cards(nextCard.type, nextCard.data); } close_cards(e:GameEvent,data:any){ switch(e){ case GameEvent.HeroSelect: console.log("[CardsComp]:关闭英雄选择卡牌") break case GameEvent.HeroSkillSelect: console.log("[CardsComp]:关闭技能选择卡牌") break case GameEvent.CardRefresh: console.log("[CardsComp]:关闭随机刷新卡牌") break case GameEvent.CardsClose: console.log("[CardsComp]:关闭所有卡牌") break } this.hide() } show(){ // 设置初始状态 smc.mission.pause=true // this.node.getChildByName("btns").getChildByName("cancel").setPosition(v3(0, this.node.getChildByName("btns").getChildByName("cancel").getPosition().y, 0)) // this.node.getChildByName("top").setPosition(v3(0, this.node.getChildByName("top").getPosition().y, 0)) this.node.setPosition(v3(0, 0, 0)); this.node.setScale(v3(0, 0, 1)); // 使用缓动动画放大和移动 tween(this.node) .parallel( tween().to(0.3, { scale: v3(1, 1, 1) }, { easing: 'backOut' }), tween().to(0.3, { position: v3(0, 640, 0) }, { easing: 'backOut' }) ) .start(); this.is_countdown=true this.countdown_time=10 } hide(){ smc.mission.pause=false tween(this.node) .parallel( tween().to(0.3, { scale: v3(0, 0, 1) }, { easing: 'backIn' }), tween().to(0.3, { position: v3(0, 0, 0) }, { easing: 'backIn' }) ) .call(()=>{ this.node.setPosition(v3(1500, 640, 0)); this.isShowing = false; this.processQueue(); // 处理队列中的下一个卡牌 }) .start(); } clear_cards(){ // console.log("[CardsComp]:清除卡牌队列") this.cardQueue = []; this.close_cards(GameEvent.CardsClose,null) } refresh_card(){ if(smc.vmdata.mission_data.refresh_count>0){ smc.vmdata.mission_data.refresh_count-- this.show_cards(this.now_card.type,this.now_card.data,true) if(smc.vmdata.mission_data.refresh_count==0){ this.more_btn.active=true this.refresh_btn.active=false } }else{ this.more_btn.active=true this.refresh_btn.active=false } } ad_callback(){ oops.message.dispatchEvent(GameEvent.DO_AD_BACK) } ad_back_true(){ this.more_btn.active=false this.refresh_btn.active=true } ad_back_false(){ this.more_btn.active=true this.refresh_btn.active=false } //检测广告是否成功观看 checkout_ad_back(){ return true } //放弃选择 give_up_select(){ this.hide() // let mission_data=smc.vmdata.mission_data // mission_data.gold+=(mission_data.back_gold+mission_data.buff_back_gold) //返还金币 } update(dt: number) { if(this.is_countdown){ this.countdown_time-=dt if(this.countdown_time<=0){ this.is_countdown=false } } } /** 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.cardQueue = []; this.isShowing = false; this.node.destroy(); } }