装备添加

This commit is contained in:
2025-06-08 23:16:40 +08:00
parent 63f4d1067e
commit 094b55f349
50 changed files with 20810 additions and 62152 deletions

View File

@@ -9,6 +9,8 @@ import { HeroModelComp } from "../hero/HeroModelComp";
import { HeroViewComp } from "../hero/HeroViewComp";
import { smc } from "../common/SingletonModuleComp";
import { HeroSkillList, SkillSet } from "../common/config/SkillSet";
import { cardType, getRandomCardUUID } from "../common/config/CardSet";
import { EquipInfo } from "../common/config/Equips";
const { ccclass, property } = _decorator;
@@ -21,8 +23,8 @@ export class CardComp extends CCComp {
is_used:boolean=false;
onLoad(){
this.on(GameEvent.HeroSelect,this.onHeroSelect,this)
this.on(GameEvent.HeroSkillSelect,this.onHeroSkillSelect,this)
// this.on(GameEvent.HeroSelect,this.hero_select,this)
// this.on(GameEvent.HeroSkillSelect,this.hero_skill_select,this)
this.on(GameEvent.CardRefresh,this.onCardRefresh,this)
}
@@ -34,11 +36,9 @@ export class CardComp extends CCComp {
this.node.getChildByName("Button").active=false
this.node.getChildByName("show").active=false
}
onHeroSelect(event: string, args: any){
hero_select(event: string, args: any){
this.c_type=0
let hero_list =HeroList
let x=RandomManager.instance.getRandomInt(0,hero_list.length,1)
this.c_uuid=hero_list[x]
this.c_uuid=args.uuid
console.log("onCardRefresh c_uuid:"+this.c_uuid)
this.show_hero(this.c_uuid)
this.node.getChildByName("show").active=false
@@ -48,12 +48,10 @@ export class CardComp extends CCComp {
this.node.getChildByName("Button").active=true
}, 0.1);
}
onHeroSkillSelect(event: string, args: any){
hero_skill_select(event: string, args: any){
this.c_type=1
console.log("card onHeroSkillSelect")
let skill_list =HeroSkillList
let x=RandomManager.instance.getRandomInt(0,skill_list.length,1)
this.c_uuid=skill_list[x]
console.log("card hero_skill_select",args)
this.c_uuid=args.uuid
this.node.getChildByName("show").active=false
this.node.getChildByName("anim").getChildByName("up").getComponent(Animation).play('carsup')
this.show_skill(this.c_uuid)
@@ -62,20 +60,32 @@ export class CardComp extends CCComp {
this.node.getChildByName("Button").active=true
}, 0.1);
}
equip_select(event: string, args: any){
this.c_type=2
this.c_uuid=args.uuid
this.node.getChildByName("show").active=false
this.node.getChildByName("anim").getChildByName("up").getComponent(Animation).play('carsup')
this.show_equip(this.c_uuid)
this.scheduleOnce(() => {
this.node.getChildByName("show").active=true
this.node.getChildByName("Button").active=true
}, 0.1);
}
onCardRefresh(event: string, args: any){
this.c_type=0
let hero_list =HeroList
let x=RandomManager.instance.getRandomInt(0,hero_list.length,1)
this.c_uuid=hero_list[x]
// console.log("onCardRefresh c_uuid:"+this.c_uuid)
this.show_hero(this.c_uuid)
this.node.getChildByName("show").active=false
this.node.getChildByName("anim").getChildByName("up").getComponent(Animation).play('carsup')
this.scheduleOnce(() => {
this.node.getChildByName("show").active=true
this.node.getChildByName("Button").active=true
}, 0.1);
let card =getRandomCardUUID()
console.log("onCardRefresh 开始请求卡牌",card)
switch(card.type){
case cardType.HERO:
this.hero_select(GameEvent.HeroSelect,card)
break
case cardType.SKILL:
this.hero_skill_select(GameEvent.HeroSkillSelect,card)
break
case cardType.EQUIP:
this.equip_select(GameEvent.EquipSelect,card)
break
}
}
show_skill(uuid:number){
let show=this.node.getChildByName("show")
@@ -83,6 +93,11 @@ export class CardComp extends CCComp {
show.getChildByName("ap").active=false
show.getChildByName("hp").active=false
show.getChildByName("mask").getChildByName("skill").active=true
show.getChildByName("mask").getChildByName("s_bg").active=true
show.getChildByName("mask").getChildByName("equip").active=false
show.getChildByName("mask").getChildByName("e_bg").active=false
show.getChildByName("mask").getChildByName("hero").active=false
show.getChildByName("mask").getChildByName("h_bg").active=false
var icon_path = "game/skills/skill_icon"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = show.getChildByName("mask").getChildByName("skill").getComponent(Sprite);
@@ -95,6 +110,11 @@ export class CardComp extends CCComp {
show.getChildByName("ap").active=true
show.getChildByName("hp").active=true
show.getChildByName("mask").getChildByName("skill").active=false
show.getChildByName("mask").getChildByName("s_bg").active=false
show.getChildByName("mask").getChildByName("equip").active=false
show.getChildByName("mask").getChildByName("e_bg").active=false
show.getChildByName("mask").getChildByName("hero").active=true
show.getChildByName("mask").getChildByName("h_bg").active=true
show.getChildByName("name").getComponent(Label).string=HeroInfo[uuid].name
show.getChildByName("ap").getChildByName("num").getComponent(Label).string=HeroInfo[uuid].ap.toString()
show.getChildByName("hp").getChildByName("num").getComponent(Label).string=HeroInfo[uuid].hp.toString()
@@ -104,11 +124,29 @@ export class CardComp extends CCComp {
// show.getChildByName("lv").getChildByName("num").getComponent(Label).string=HeroInfo[uuid].lv.toString()
var icon_path = "game/heros/herois"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = show.getChildByName("mask").getChildByName("icon").getComponent(Sprite);
const sprite = show.getChildByName("mask").getChildByName("hero").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(HeroInfo[uuid].path);
});
this.node.getChildByName("Button").getChildByName("Label").getComponent(Label).string=this.check_heros()
}
show_equip(uuid:number){
let show=this.node.getChildByName("show")
show.getChildByName("ap").active=false
show.getChildByName("hp").active=false
show.getChildByName("mask").getChildByName("skill").active=false
show.getChildByName("mask").getChildByName("s_bg").active=false
show.getChildByName("mask").getChildByName("equip").active=true
show.getChildByName("mask").getChildByName("e_bg").active=true
show.getChildByName("mask").getChildByName("hero").active=false
show.getChildByName("mask").getChildByName("h_bg").active=false
show.getChildByName("name").getComponent(Label).string=EquipInfo[uuid].name
var icon_path = "game/heros/equips"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = show.getChildByName("mask").getChildByName("equip").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(EquipInfo[uuid].uuid.toString());
});
this.node.getChildByName("Button").getChildByName("Label").getComponent(Label).string=this.check_heros()
}
check_heros(){
// let heros=ecs.query(ecs.allOf(HeroModelComp))
// for(let hero of heros){
@@ -138,7 +176,8 @@ export class CardComp extends CCComp {
oops.message.dispatchEvent(GameEvent.CardsClose)
break
case 2:
oops.message.dispatchEvent(GameEvent.UseCard,{uuid:this.c_uuid})
console.log("use_card 装备卡")
oops.message.dispatchEvent(GameEvent.EquipAdd,{uuid:this.c_uuid,type:EquipInfo[this.c_uuid].type})
oops.message.dispatchEvent(GameEvent.CardsClose)
break
}

View File

@@ -2,6 +2,8 @@ import { _decorator, 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";
const { ccclass, property } = _decorator;
@@ -9,26 +11,66 @@ const { ccclass, property } = _decorator;
@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
/** 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.show, this);
this.on(GameEvent.HeroSkillSelect, this.onHeroSkillSelect, this);
this.on(GameEvent.HeroSkillSelectEnd, this.hide, this);
this.on(GameEvent.HeroSelect, this.show, this);
this.on(GameEvent.HeroSelect, this.onHeroSelect, this);
this.on(GameEvent.HeroSelectEnd, this.hide, this);
this.on(GameEvent.CardRefresh, this.show, this);
this.on(GameEvent.CardRefreshEnd, this.hide, this);
this.on(GameEvent.CardsClose, this.hide, this);
this.card1=this.node.getChildByName("card1")
this.card2=this.node.getChildByName("card2")
this.card3=this.node.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)
}
onHeroSelect(event: string, args: any){
this.show(GameEvent.HeroSelect,args)
let list=getRandomCardsByType(cardType.HERO,4)
console.log("cards onHeroSelect",list)
this.card1c.hero_select(GameEvent.HeroSelect,list[0])
this.card2c.hero_select(GameEvent.HeroSelect,list[1])
this.card3c.hero_select(GameEvent.HeroSelect,list[2])
this.card4c.hero_select(GameEvent.HeroSelect,list[3])
}
onHeroSkillSelect(event: string, args: any){
this.show(GameEvent.HeroSkillSelect,args)
let list=getRandomCardsByType(cardType.SKILL,4)
console.log("cards onHeroSkillSelect",list)
this.card1c.hero_skill_select(GameEvent.HeroSkillSelect,list[0])
this.card2c.hero_skill_select(GameEvent.HeroSkillSelect,list[1])
this.card3c.hero_skill_select(GameEvent.HeroSkillSelect,list[2])
this.card4c.hero_skill_select(GameEvent.HeroSkillSelect,list[3])
}
show(e:GameEvent,data:any){
this.node.setPosition(v3(0,640,0))
console.log("cards show",e,this.node.position)
// console.log("cards show",e,this.node.position)
}
hide(e:GameEvent,data:any){
this.node.setPosition(v3(0,-1000,0))
console.log("cards hide",e,this.node.position)
// console.log("cards hide",e,this.node.position)
}
/** 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 */

View File

@@ -0,0 +1,174 @@
import { _decorator, resources, Sprite, SpriteAtlas ,Node, ProgressBar} 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 { SkillSet } from "../common/config/SkillSet";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "db://oops-framework/core/Oops";
import { MissionEvent } from "../common/config/MissionEvent";
import { EquipsComp } from "./EquipsComp";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('EquipSkillComp')
@ecs.register('EquipSkill', false)
export class EquipSkillComp extends CCComp {
skill1:any=null
skill2:any=null
skill3:any=null
boxs:Node=null
/** 视图层逻辑代码分离演示 */
onLoad() {
this.on(GameEvent.UseSkillCard, this.get_skill, this);
this.on(GameEvent.FightReady,this.fight_ready,this)
this.boxs=this.node.getChildByName("boxs")
}
start(){
this.fight_ready()
let equips=this.node.getComponent(EquipsComp)
}
fight_ready(){
this.boxs.getChildByName("skill1").getChildByName("icon").active=false
this.boxs.getChildByName("skill2").getChildByName("icon").active=false
this.boxs.getChildByName("skill3").getChildByName("icon").active=false
this.skill1={
uuid:0,
name:"skill1",
type:0, //1 被动 0 主动
level:0,
quality:0,
cd:0,
cd_time:0,
}
this.skill2={
uuid:0,
name:"skill2",
type:0,//
level:0,
quality:0,
cd:0,
cd_time:0,
}
this.skill3={
uuid:0,
name:"skill3",
type:0,//
level:0,
quality:0,
cd:0,
cd_time:0,
}
}
update(dt: number): void {
if(!smc.mission.play||smc.mission.pause) return
if(this.skill1.uuid!=0){
if(this.skill1.cd_time>0){
this.skill1.cd_time-=dt
}else{
this.skill1.cd_time=0
if(this.skill1.type==1){
this.do_skill1()
}
}
this.boxs.getChildByName("skill1").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.skill1.cd_time/this.skill1.cd
}
if(this.skill2.uuid!=0){
if(this.skill2.cd_time>0){
this.skill2.cd_time-=dt
}else{
this.skill2.cd_time=0
if(this.skill2.type==1){
this.do_skill2()
}
}
this.boxs.getChildByName("skill2").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.skill2.cd_time/this.skill2.cd
}
if(this.skill3.uuid!=0){
if(this.skill3.cd_time>0){
this.skill3.cd_time-=dt
}else{
this.skill3.cd_time=0
if(this.skill3.type==1){
this.do_skill3()
}
}
this.boxs.getChildByName("skill3").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.skill3.cd_time/this.skill3.cd
}
}
do_skill1(){
console.log("do_skill1")
this.skill1.cd_time=this.skill1.cd
this.do_skill(this.skill1.uuid)
}
do_skill2(){
console.log("do_skill2")
this.skill2.cd_time=this.skill2.cd
this.do_skill(this.skill2.uuid)
}
do_skill3(){
console.log("do_skill3")
this.skill3.cd_time=this.skill3.cd
this.do_skill(this.skill3.uuid)
}
do_skill(uuid:number){
console.log("出发技能:",uuid)
oops.message.dispatchEvent(GameEvent.CastHeroSkill,uuid)
}
get_skill(e:GameEvent,data:any){
console.log("get_skill")
if(this.skill1.uuid==0){
this.skill1.uuid=data.uuid
this.skill1.skill_name=SkillSet[data.uuid].name
this.skill1.type=1
this.skill1.cd=SkillSet[data.uuid].cd
this.skill1.cd_time=SkillSet[data.uuid].cd
let icon = this.node.getChildByName("boxs").getChildByName("skill1").getChildByName("icon")
icon.active=true
var icon_path = "game/skills/skill_icon"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("skill").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
});
return
}
if(this.skill2.uuid==0){
this.skill2.uuid=data.uuid
this.skill2.skill_name=SkillSet[data.uuid].name
this.skill2.type=1
this.skill2.cd=SkillSet[data.uuid].cd
this.skill2.cd_time=SkillSet[data.uuid].cd
let icon = this.node.getChildByName("boxs").getChildByName("skill2").getChildByName("icon")
icon.active=true
var icon_path = "game/skills/skill_icon"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("skill").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
});
return
}
if(this.skill3.uuid==0){
this.skill3.uuid=data.uuid
this.skill3.skill_name=SkillSet[data.uuid].name
this.skill3.type=1
this.skill3.cd=SkillSet[data.uuid].cd
this.skill3.cd_time=SkillSet[data.uuid].cd
let icon = this.node.getChildByName("boxs").getChildByName("skill3").getChildByName("icon")
icon.active=true
var icon_path = "game/skills/skill_icon"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("skill").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
});
return
}
console.log("技能栏满了")
}
/** 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();
}
}

View File

@@ -2,7 +2,7 @@
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "bce99fa9-0a06-4f7b-b378-77a6aa2524b0",
"uuid": "b316181b-0323-4100-8d4d-4b68529d3c19",
"files": [],
"subMetas": {},
"userData": {}

View File

@@ -1,261 +1,212 @@
import { _decorator, resources, Sprite, SpriteAtlas ,Node, ProgressBar} 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 { SkillSet } from "../common/config/SkillSet";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "db://oops-framework/core/Oops";
import { MissionEvent } from "../common/config/MissionEvent";
import { _decorator, Component, Node, resources, Sprite, SpriteAtlas } from 'cc';
import { oops } from 'db://oops-framework/core/Oops';
import { GameEvent } from '../common/config/GameEvent';
import { smc } from '../common/SingletonModuleComp';
import { EquipInfo, EquipType, EquipAttr, EquipAttrTarget } from '../common/config/Equips';
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('EquipsCompComp')
@ecs.register('EquipsComp', false)
export class EquipsCompComp extends CCComp {
@ccclass('EquipsComp')
export class EquipsComp extends Component {
weapon:any=null
armor:any=null
ring:any=null
accessory:any=null
skill1:any=null
skill2:any=null
skill3:any=null
boxs:Node=null
attrs:any={
hero:{
ap:0,
hp:0,
atk_count:0,
atk_speed:0,
skill_dmg:0,
skill_cd:0,
},
ally:{
ap:0,
hp:0,
atk_count:0,
atk_speed:0,
skill_dmg:0,
skill_cd:0,
},
enemy:{
ap:0,
hp:0,
atk_count:0,
atk_speed:0,
skill_dmg:0,
skill_cd:0,
},
friend:{
ap:0,
hp:0,
atk_count:0,
atk_speed:0,
skill_dmg:0,
skill_cd:0,
}
}
/** 视图层逻辑代码分离演示 */
onLoad() {
this.on(GameEvent.UseSkillCard, this.get_skill, this);
this.on(GameEvent.FightReady,this.fight_ready,this)
oops.message.on(GameEvent.FightReady,this.fight_ready,this)
oops.message.on(GameEvent.EquipAdd,this.equip_add,this)
oops.message.on(GameEvent.EquipRemove,this.equip_remove,this)
this.boxs=this.node.getChildByName("boxs")
}
start(){
this.fight_ready()
}
fight_ready(){
this.boxs.getChildByName("skill1").getChildByName("icon").active=false
this.boxs.getChildByName("skill2").getChildByName("icon").active=false
this.boxs.getChildByName("skill3").getChildByName("icon").active=false
this.boxs.getChildByName("weapon").getChildByName("icon").active=false
this.boxs.getChildByName("armor").getChildByName("icon").active=false
this.boxs.getChildByName("ring").getChildByName("icon").active=false
this.boxs.getChildByName("accessory").getChildByName("icon").active=false
this.weapon={
uuid:0,
uuid:2001,
name:"weapon",
type:"weapon",
level:0,
quality:0,
skill_uuid:0,
skill_name:"skill1",
skill_type:0,
cd:0,
cd_time:0,
}
this.armor={
uuid:0,
uuid:2002,
name:"armor",
type:"armor",
level:0,
quality:0,
skill_uuid:0,
skill_name:"skill1",
skill_type:0,
cd:0,
cd_time:0,
}
this.ring={
this.accessory={
uuid:0,
name:"ring",
type:"ring",
name:"accessory",
type:"accessory",
level:0,
quality:0,
skill_uuid:0,
skill_name:"skill1",
skill_type:0,
cd:0,
cd_time:0,
}
this.skill1={
uuid:0,
name:"skill1",
type:0, //1 被动 0 主动
level:0,
quality:0,
cd:0,
cd_time:0,
this.count_attrs()
}
equip_add(e:GameEvent,data:any){
console.log("equip_add",data)
if(data.type==EquipType.WEAPON){
this.weapon.uuid=data.uuid
this.weapon.name=data.name
this.weapon.type=data.type
this.weapon.level=data.level
this.show_weapon(data.uuid)
}
this.skill2={
uuid:0,
name:"skill2",
type:0,//
level:0,
quality:0,
cd:0,
cd_time:0,
if(data.type==EquipType.ARMOR){
this.armor.uuid=data.uuid
this.armor.name=data.name
this.armor.type=data.type
this.armor.level=data.level
this.show_armor(data.uuid)
}
this.skill3={
uuid:0,
name:"skill3",
type:0,//
level:0,
quality:0,
cd:0,
cd_time:0,
if(data.type==EquipType.ACCESSORY){
this.accessory.uuid=data.uuid
this.accessory.name=data.name
this.accessory.type=data.type
this.accessory.level=data.level
this.show_accessory(data.uuid)
}
}
show_weapon(uuid:number){
let icon = this.node.getChildByName("boxs").getChildByName("weapon").getChildByName("icon")
icon.active=true
var icon_path = "game/heros/equips"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(uuid.toString());
});
}
show_armor(uuid:number){
let icon = this.node.getChildByName("boxs").getChildByName("armor").getChildByName("icon")
icon.active=true
var icon_path = "game/heros/equips"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(uuid.toString());
});
}
show_accessory(uuid:number){
let icon = this.node.getChildByName("boxs").getChildByName("accessory").getChildByName("icon")
icon.active=true
var icon_path = "game/heros/equips"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(uuid.toString());
});
}
count_attrs(){
// 重置所有属性
this.reset_attrs();
// 获取所有装备的属性
let weapon_attrs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.attributes || [] : [];
let armor_attrs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.attributes || [] : [];
let accessory_attrs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.attributes || [] : [];
// 合并所有装备属性
const allAttrs = [...weapon_attrs, ...armor_attrs, ...accessory_attrs];
// 计算每个目标的属性加成
allAttrs.forEach(attr => {
const target = attr.target || EquipAttrTarget.ALL;
const targetKey = this.getTargetKey(target);
if (targetKey) {
switch (attr.type) {
case EquipAttr.ATK:
this.attrs[targetKey].ap += attr.value;
break;
case EquipAttr.HP:
this.attrs[targetKey].hp += attr.value;
break;
case EquipAttr.ATK_COUNT:
this.attrs[targetKey].atk_count += attr.value;
break;
case EquipAttr.ATK_SPEED:
this.attrs[targetKey].atk_speed += attr.value;
break;
case EquipAttr.SKILL_DMG:
this.attrs[targetKey].skill_dmg += attr.value;
break;
case EquipAttr.SKILL_SPEED:
this.attrs[targetKey].skill_cd += attr.value;
break;
}
}
});
console.log("count_attrs",this.attrs)
}
// 重置所有属性为0
private reset_attrs() {
Object.keys(this.attrs).forEach(key => {
Object.keys(this.attrs[key]).forEach(attrKey => {
this.attrs[key][attrKey] = 0;
});
});
}
// 根据目标类型获取对应的key
private getTargetKey(target: EquipAttrTarget): string | null {
switch (target) {
case EquipAttrTarget.ALL:
return 'hero'; // 默认作用于英雄
case EquipAttrTarget.SELF:
return 'hero';
case EquipAttrTarget.FRIEND:
return 'friend';
case EquipAttrTarget.ENEMY:
return 'enemy';
default:
return null;
}
}
equip_remove(e:GameEvent,data:any){
console.log("equip_remove",data)
}
update(dt: number): void {
if(!smc.mission.play||smc.mission.pause) return
if(this.skill1.uuid!=0){
if(this.skill1.cd_time>0){
this.skill1.cd_time-=dt
}else{
this.skill1.cd_time=0
if(this.skill1.type==1){
this.do_skill1()
}
}
this.boxs.getChildByName("skill1").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.skill1.cd_time/this.skill1.cd
}
if(this.skill2.uuid!=0){
if(this.skill2.cd_time>0){
this.skill2.cd_time-=dt
}else{
this.skill2.cd_time=0
if(this.skill2.type==1){
this.do_skill2()
}
}
this.boxs.getChildByName("skill2").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.skill2.cd_time/this.skill2.cd
}
if(this.skill3.uuid!=0){
if(this.skill3.cd_time>0){
this.skill3.cd_time-=dt
}else{
this.skill3.cd_time=0
if(this.skill3.type==1){
this.do_skill3()
}
}
this.boxs.getChildByName("skill3").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.skill3.cd_time/this.skill3.cd
}
if(this.weapon.skill_uuid!=0){
if(this.weapon.cd_time>0){
this.weapon.cd_time-=dt
}else{
this.weapon.cd_time=0
if(this.weapon.skill_type==1){
this.do_weapon()
}
}
this.boxs.getChildByName("weapon").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.weapon.cd_time/this.weapon.cd
}
if(this.armor.skill_uuid!=0){
if(this.armor.cd_time>0){
this.armor.cd_time-=dt
}else{
this.armor.cd_time=0
if(this.armor.skill_type==1){
this.do_armor()
}
}
this.boxs.getChildByName("armor").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.armor.cd_time/this.armor.cd
}
if(this.ring.skill_uuid!=0){
if(this.ring.cd_time>0){
this.ring.cd_time-=dt
}else{
this.ring.cd_time=0
if(this.ring.skill_type==1){
this.do_ring()
}
}
this.boxs.getChildByName("ring").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.ring.cd_time/this.ring.cd
}
}
do_weapon(){
console.log("do_weapon")
this.weapon.cd_time=this.weapon.cd
this.do_skill(this.weapon.skill_uuid)
}
do_armor(){
console.log("do_armor")
this.armor.cd_time=this.armor.cd
this.do_skill(this.armor.skill_uuid)
}
do_ring(){
console.log("do_ring")
this.ring.cd_time=this.ring.cd
this.do_skill(this.ring.skill_uuid)
}
do_skill1(){
console.log("do_skill1")
this.skill1.cd_time=this.skill1.cd
this.do_skill(this.skill1.uuid)
}
do_skill2(){
console.log("do_skill2")
this.skill2.cd_time=this.skill2.cd
this.do_skill(this.skill2.uuid)
}
do_skill3(){
console.log("do_skill3")
this.skill3.cd_time=this.skill3.cd
this.do_skill(this.skill3.uuid)
}
do_skill(uuid:number){
console.log("出发技能:",uuid)
oops.message.dispatchEvent(GameEvent.CastHeroSkill,uuid)
}
get_skill(e:GameEvent,data:any){
console.log("get_skill")
if(this.skill1.uuid==0){
this.skill1.uuid=data.uuid
this.skill1.skill_name=SkillSet[data.uuid].name
this.skill1.type=1
this.skill1.cd=SkillSet[data.uuid].cd
this.skill1.cd_time=SkillSet[data.uuid].cd
let icon = this.node.getChildByName("boxs").getChildByName("skill1").getChildByName("icon")
icon.active=true
var icon_path = "game/skills/skill_icon"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("skill").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
});
return
}
if(this.skill2.uuid==0){
this.skill2.uuid=data.uuid
this.skill2.skill_name=SkillSet[data.uuid].name
this.skill2.type=1
this.skill2.cd=SkillSet[data.uuid].cd
this.skill2.cd_time=SkillSet[data.uuid].cd
let icon = this.node.getChildByName("boxs").getChildByName("skill2").getChildByName("icon")
icon.active=true
var icon_path = "game/skills/skill_icon"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("skill").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
});
return
}
if(this.skill3.uuid==0){
this.skill3.uuid=data.uuid
this.skill3.skill_name=SkillSet[data.uuid].name
this.skill3.type=1
this.skill3.cd=SkillSet[data.uuid].cd
this.skill3.cd_time=SkillSet[data.uuid].cd
let icon = this.node.getChildByName("boxs").getChildByName("skill3").getChildByName("icon")
icon.active=true
var icon_path = "game/skills/skill_icon"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("skill").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
});
return
}
console.log("技能栏满了")
}
}
/** 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();
}
}

View File

@@ -2,7 +2,7 @@
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "b316181b-0323-4100-8d4d-4b68529d3c19",
"uuid": "a8fa7cb8-6ae9-42bd-8b54-7510b5757576",
"files": [],
"subMetas": {},
"userData": {}

View File

@@ -0,0 +1,70 @@
import { _decorator, Component, Node } from 'cc';
import { oops } from 'db://oops-framework/core/Oops';
import { GameEvent } from '../common/config/GameEvent';
const { ccclass, property } = _decorator;
@ccclass('FightConComp')
export class FightConComp extends Component {
attrs:any={
hero:{
ap:0,
hp:0,
atk_count:0,
atk_speed:0,
skill_dmg:0,
skill_cd:0,
},
ally:{
ap:0,
hp:0,
atk_count:0,
atk_speed:0,
skill_dmg:0,
skill_cd:0,
},
enemy:{
ap:0,
hp:0,
atk_count:0,
atk_speed:0,
skill_dmg:0,
skill_cd:0,
},
friend:{
ap:0,
hp:0,
atk_count:0,
atk_speed:0,
skill_dmg:0,
skill_cd:0,
}
}
onLoad(){
// console.log("fight con start")
oops.message.on(GameEvent.EquipChange,this.equip_change,this)
oops.message.on(GameEvent.FightReady,this.fight_ready,this)
}
equip_change(e:GameEvent,equip:any){
this.attrs.hero=equip.hero
this.attrs.ally=equip.ally
this.attrs.enemy=equip.enemy
this.attrs.friend=equip.friend
}
fight_ready(e:GameEvent){
this.attrs.hero=this.attrs.ally=this.attrs.enemy=this.attrs.friend={
ap:0,
hp:0,
atk_count:0,
atk_speed:0,
skill_dmg:0,
skill_cd:0,
}
}
update(deltaTime: number) {
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "7aec9f6c-509f-4b5d-9993-76ba73b5bdc8",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -1,115 +0,0 @@
import { _decorator, Label, ProgressBar, resources, Sprite, SpriteAtlas, 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 { CdType, SkillSet } from "../common/config/SkillSet";
import { BoxSet } from "../common/config/BoxSet";
import { smc } from "../common/SingletonModuleComp";
import { Skill } from "../skills/Skill";
import { GameEvent } from "../common/config/GameEvent";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('MSkillComp')
@ecs.register('MSkillComp', false)
export class MSkillComp extends CCComp {
/** 技能队列 */
private skillQueue: Array<{
uuid: number,
startPos: Vec3,
targetPos: Vec3,
group: number,
count: number,
cd: number,
cdTimer: number // 改用累计时间计时器
}> = [];
/** 常驻技能 */
MSkill:any={
uuid:0,
CdType:0,
cd:0,
count:0,
cdTimer:0
}
/** 技能队列 */
protected onLoad(): void {
this.on(GameEvent.MissionSkill, this.skill_event, this);
}
start() {
}
init(){
}
protected update(dt: number): void {
if (!smc.mission.play || smc.mission.pause) {
return;
}
// 处理技能队列
this.processSkillQueue(dt);
}
skill_event(e: any) {
// 技能加入队列
const { uuid, startPos, targetPos, group, count = 1, cd = 0 } = e;
this.skillQueue.push({
uuid,
startPos,
targetPos,
group,
count,
cd,
cdTimer: 0 // 初始化计时器为0
});
}
private processSkillQueue(dt: number) {
// 遍历技能队列
for (let i = this.skillQueue.length - 1; i >= 0; i--) {
const skill = this.skillQueue[i];
// 累加计时器
skill.cdTimer += dt;
// 检查CD (将cd从毫秒转换为秒进行比较)
if (skill.cdTimer < skill.cd * 0.001) {
continue;
}
// 释放技能
this.doSkill(
skill.uuid,
skill.startPos,
skill.targetPos,
skill.group
);
// 重置CD计时器
skill.cdTimer = 0;
// 减少技能次数
skill.count--;
// 如果技能次数用完,从队列中移除
if (skill.count <= 0) {
this.skillQueue.splice(i, 1);
}
}
}
private doSkill(uuid: number, start_pos: Vec3, target_pos: Vec3, group: number) {
const skillEntity = ecs.getEntity<Skill>(Skill);
skillEntity.load(
start_pos, // 起始位置
group, // 阵营
this.node.parent, // 父节点
uuid, // 技能ID
target_pos, // 目标位置
);
}
/** 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() {
// 清空技能队列
this.skillQueue = [];
}
}

View File

@@ -19,20 +19,6 @@ export class MissionComp extends CCComp {
reward:number = 0;
reward_num:number = 0;
GlodAddTimer:Timer = new Timer(1);
mission_data:any={
gold:10,//金币
refresh_gold:1,//刷新金币
refrsh_time:1, //刷新时间
call_gold:3,//召唤金币
add_gold:1,//金币增加
change_gold:1,//金币变化
exp:0,//经验
skp:0,//技能点
box:0,//宝箱
energy:0,//能量
hp:0,//血量
ap:0,//攻击
}
onLoad(){
this.on(GameEvent.MissionStart,this.mission_start,this)
this.on(GameEvent.FightEnd,this.fight_end,this)
@@ -118,7 +104,7 @@ export class MissionComp extends CCComp {
//局内数据初始化
console.log("局内数据初始化")
smc.mission.play = true;
smc.vmdata.mission_data =MissionData
smc.vmdata.mission_data = JSON.parse(JSON.stringify(MissionData));
this.GlodAddTimer=new Timer(smc.vmdata.mission_data.refrsh_time)
}

View File

@@ -99,7 +99,7 @@ export class MissionHeroCompComp extends CCComp {
let hero = ecs.getEntity<Hero>(Hero);
let scale = 1
let pos:Vec3 = this.start_pos[fight_pos].pos;
console.log("hero load0",pos,this.start_pos)
// console.log("hero load0",pos,this.start_pos)
hero.load(pos,scale,uuid,info,fight_pos);
oops.message.dispatchEvent(GameEvent.HeroSelectEnd)
this.current_hero_uuid=0

View File

@@ -22,24 +22,13 @@ export default class SkillLayer extends Component {
@property(Prefab)
light: Prefab = null;
onLoad(){
oops.message.on("monster_load", this.doMonsterLoad, this);
oops.message.on("hero_load", this.doHeroLoad, this);
oops.message.on("do_use_skill", this.doSkill, this);
// oops.message.on("do_use_skill", this.doSkill, this);
}
doSkill(){
// console.log("doSkill")
}
doMonsterLoad(){
// const light = instantiate(this.light);
// light.setPosition(300,-30,0);
// this.node.addChild(light);
}
doHeroLoad(){
// const light = instantiate(this.light);
// light.setPosition(BoxSet.HERO_START,BoxSet.GAME_LINE,0);
// this.node.addChild(light);
}
update(dt: number) {
// this.timer.update(dt)
// if (this.timer.update(dt))