Files
heros/assets/script/game/map/MissionHeroComp.ts
2025-08-14 16:39:06 +08:00

159 lines
5.0 KiB
TypeScript

import { _decorator, resources, Sprite, SpriteAtlas, SpriteFrame, v3, Vec3 } 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 { Hero } from "../hero/Hero";
import { smc } from "../common/SingletonModuleComp";
import { Timer } from "db://oops-framework/core/common/timer/Timer";
import { GameEvent } from "../common/config/GameEvent";
import { HeroModelComp } from "../hero/HeroModelComp";
import { HeroViewComp } from "../hero/HeroViewComp";
import { oops } from "db://oops-framework/core/Oops";
import { HeroPos } from "../common/config/heroSet";
import { FightSet } from "../common/config/Mission";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('MissionHeroCompComp')
@ecs.register('MissionHeroComp', false)
export class MissionHeroCompComp extends CCComp {
timer:Timer=new Timer(2)
Friend_is_dead:boolean=false
current_hero_uuid:number=0
current_hero_num:number=-1
heros:any=[]
onLoad(){
this.on(GameEvent.UseHeroCard,this.call_hero,this)
this.on(GameEvent.FightReady,this.fight_ready,this)
this.on(GameEvent.Zhaohuan,this.zhao_huan,this)
this.on(GameEvent.FightEnd,this.clear_heros,this)
}
start() {
// this.test_call()
}
clear_heros(){
console.log("[MissionHeroComp]: FightEnd clear heros")
}
fight_ready(){
// this.heros=[]
// for(let i=0;i<FightSet.HERO_MAX_NUM;i++){
// this.heros.push({
// uuid:0,
// count:0,
// quality:0,
// })
// }
// this.current_hero_num=-1
// this.current_hero_uuid=0
smc.vmdata.mission_data.hero_num=0
console.log("[MissionHeroComp]:fight_ready",smc.fight_heros,Object.keys(smc.fight_heros).length)
let heros:any = smc.fight_heros
for(let i=0;i<Object.keys(heros).length;i++){
if(heros[i]!=0){
console.log("[MissionHeroComp]:fight_ready",heros[i])
this.addHero(heros[i],false)
}
}
}
protected update(dt: number): void {
if(smc.mission.status != 1) return
}
private zhao_huan(event: string, args: any){
console.log("[MissionHeroComp]:zhaohuan",args)
this.addHero(args.uuid,false)
}
call_hero(event: string, args: any){
console.log("[MissionHeroComp]:call_hero",this.heros,this.current_hero_num,args)
// 尝试升级现有英雄
if (this.tryUpgradeExistingHero(args.uuid)) {
return
}
// 添加新英雄
this.addNewHero(args.uuid)
}
/**
* 尝试升级现有英雄
* @param uuid 英雄UUID
* @returns 是否成功升级
*/
private tryUpgradeExistingHero(uuid: number): boolean {
for (let i = 0; i < this.heros.length; i++) {
console.log("[MissionHeroComp]:tryUpgradeExistingHero",this.heros,i,uuid)
if (this.heros[i].uuid === uuid) {
this.heros[i].count++
smc.vmdata[`hero${i+1}`].count=this.heros[i].count
oops.message.dispatchEvent(GameEvent.HeroLvUp, { uuid: uuid })
return true
}
}
return false
}
/**
* 添加新英雄到当前槽位
* @param uuid 英雄UUID
*/
private addNewHero(uuid: number) {
this.current_hero_num++
if(this.current_hero_num >= FightSet.HERO_MAX_NUM) return
this.current_hero_uuid = uuid
this.heros[this.current_hero_num].uuid = uuid
this.heros[this.current_hero_num].count = 1
this.heros[this.current_hero_num].quality = 0
this.addHero(uuid, false)
}
/** 添加英雄 */
private addHero(uuid:number=1001,is_zhaohuan:boolean=false) {
console.log("[MissionHeroComp]:addHero",uuid,is_zhaohuan)
let hero_pos=0
let hero = ecs.getEntity<Hero>(Hero);
let scale = 1
let pos:Vec3 = HeroPos[hero_pos].pos;
hero.load(pos,scale,uuid);
}
get_info_and_remove(fight_pos:number,uuid:number){
let info:any={ap:0,hp:0,lv:1,crit:0,crit_d:0,dod:0,dod_no:false,crit_no:false}
let heros=ecs.query(ecs.allOf(HeroModelComp))
if(heros.length>0){
let hero = heros[0]
let hv = hero.get(HeroViewComp)
info.ap=hv.ap
info.hp=hv.hp_max
info.lv=hv.lv
info.crit=hv.crit
info.crit_d=hv.crit_d
info.dod=hv.dod
info.dod_no=hv.dod_no
info.crit_no=hv.crit_no
hero.destroy()
return info
}
return info
}
do_hero_change(){
//金币加1
smc.vmdata.mission_data.gold+=1
}
/** 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();
}
}