Files
heros/assets/script/game/battle/BattleManager.ts

76 lines
2.1 KiB
TypeScript

import { oops } from "db://oops-framework/core/Oops";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { BattleState } from "./BattleStateComp";
import { smc } from "../common/SingletonModuleComp";
import { GameEvent } from "../common/config/GameEvent";
@ecs.register('BattleManager')
export class BattleManager extends ecs.Entity {
private static _instance: BattleManager;
static get instance(): BattleManager {
if (!this._instance) {
this._instance = new BattleManager();
this._instance.add(BattleState);
}
return this._instance;
}
/** 外部调用入口:开始新战斗 */
startBattle(missionId: number) {
this.get(BattleState).isEnded = false;
// 加载关卡配置、生成敌人等
smc.mission.load(missionId);
}
/** 外部调用入口:结束战斗 */
endBattle() {
this.get(BattleState).isEnded = true;
}
private initEvents() {
oops.message.on("HeroDead", this.onHeroDead, this);
oops.message.on("AllEnemyDead", this.onAllEnemyDead, this);
oops.message.on(GameEvent.MissionEnd, this.endBattle, this);
oops.message.on("BattleEndCheck", this.onBattleEndCheck, this);
}
private onHeroDead() {
this.endBattle();
}
private onAllEnemyDead() {
this.endBattle();
}
private onBattleEndCheck() {
// 留空或添加实际需要的检测逻辑
}
}
@ecs.register('BattleManagerComp')
export class BattleManagerComp extends ecs.Comp {
reset() {
// 初始化战斗状态
}
}
export class BattleManagerSystem extends ecs.ComblockSystem {
filter(): ecs.IMatcher {
return ecs.allOf(BattleManagerComp);
}
update(e: ecs.Entity) {
const state = e.get(BattleState);
if (state.isEnded) {
// 处理战斗结束逻辑
this.onBattleEnd(e);
}
}
private onBattleEnd(entity: ecs.Entity) {
// 发放奖励、保存进度等
entity.destroy();
}
}