装备添加
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@@ -2,6 +2,8 @@ import { _decorator, v3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { GameEvent } from "../common/config/GameEvent";
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import { CardComp } from "./CardComp";
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import { cardType, getRandomCardsByType } from "../common/config/CardSet";
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const { ccclass, property } = _decorator;
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@@ -9,26 +11,66 @@ const { ccclass, property } = _decorator;
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@ccclass('CardsCompComp')
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@ecs.register('CardsComp', false)
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export class CardsCompComp extends CCComp {
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card1:any=null
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card2:any=null
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card3:any=null
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card4:any=null
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card1c:CardComp=null
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card2c:CardComp=null
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card3c:CardComp=null
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card4c:CardComp=null
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/** 视图层逻辑代码分离演示 */
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onLoad() {
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// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
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this.on(GameEvent.HeroSkillSelect, this.show, this);
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this.on(GameEvent.HeroSkillSelect, this.onHeroSkillSelect, this);
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this.on(GameEvent.HeroSkillSelectEnd, this.hide, this);
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this.on(GameEvent.HeroSelect, this.show, this);
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this.on(GameEvent.HeroSelect, this.onHeroSelect, this);
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this.on(GameEvent.HeroSelectEnd, this.hide, this);
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this.on(GameEvent.CardRefresh, this.show, this);
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this.on(GameEvent.CardRefreshEnd, this.hide, this);
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this.on(GameEvent.CardsClose, this.hide, this);
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this.card1=this.node.getChildByName("card1")
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this.card2=this.node.getChildByName("card2")
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this.card3=this.node.getChildByName("card3")
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this.card4=this.node.getChildByName("card4")
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this.card1c=this.card1.getComponent(CardComp)
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this.card2c=this.card2.getComponent(CardComp)
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this.card3c=this.card3.getComponent(CardComp)
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this.card4c=this.card4.getComponent(CardComp)
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}
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onHeroSelect(event: string, args: any){
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this.show(GameEvent.HeroSelect,args)
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let list=getRandomCardsByType(cardType.HERO,4)
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console.log("cards onHeroSelect",list)
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this.card1c.hero_select(GameEvent.HeroSelect,list[0])
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this.card2c.hero_select(GameEvent.HeroSelect,list[1])
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this.card3c.hero_select(GameEvent.HeroSelect,list[2])
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this.card4c.hero_select(GameEvent.HeroSelect,list[3])
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}
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onHeroSkillSelect(event: string, args: any){
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this.show(GameEvent.HeroSkillSelect,args)
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let list=getRandomCardsByType(cardType.SKILL,4)
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console.log("cards onHeroSkillSelect",list)
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this.card1c.hero_skill_select(GameEvent.HeroSkillSelect,list[0])
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this.card2c.hero_skill_select(GameEvent.HeroSkillSelect,list[1])
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this.card3c.hero_skill_select(GameEvent.HeroSkillSelect,list[2])
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this.card4c.hero_skill_select(GameEvent.HeroSkillSelect,list[3])
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}
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show(e:GameEvent,data:any){
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this.node.setPosition(v3(0,640,0))
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console.log("cards show",e,this.node.position)
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// console.log("cards show",e,this.node.position)
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}
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hide(e:GameEvent,data:any){
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this.node.setPosition(v3(0,-1000,0))
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console.log("cards hide",e,this.node.position)
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// console.log("cards hide",e,this.node.position)
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}
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/** 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 */
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