排序问题解决,优化小兵线路
This commit is contained in:
@@ -32,7 +32,7 @@ export class MapMonsterComp extends CCComp {
|
||||
mission_up_timer: Timer = new Timer(30); //波次增加
|
||||
cur_mission:number = 1; //当前关卡方案
|
||||
mission_list:any = []
|
||||
setp_timer: Timer = new Timer(0.5);
|
||||
setp_timer: Timer = new Timer(0.3);
|
||||
target_timer: Timer = new Timer(0.1);
|
||||
setp_num:number = 1;
|
||||
game_over:boolean = false;
|
||||
@@ -40,8 +40,6 @@ export class MapMonsterComp extends CCComp {
|
||||
// 监听全局事件
|
||||
oops.message.on("other_add_monster", this.on_other_add_monster, this);
|
||||
oops.message.on("do_add_hero", this.on_do_add_hero, this);
|
||||
|
||||
|
||||
}
|
||||
start() {
|
||||
// this.scene = this.getComponent(MapViewScene);
|
||||
@@ -70,55 +68,17 @@ export class MapMonsterComp extends CCComp {
|
||||
// 刷新怪物定时器
|
||||
this.cur_count += 1;
|
||||
}
|
||||
// if(this.target_timer.update(dt)){
|
||||
// this.target_update()
|
||||
// }
|
||||
|
||||
// if (this.game_timer.update(dt)) {
|
||||
// smc.vm_data.game.g_time += 1;
|
||||
// }
|
||||
// this.shuaxin(dt)
|
||||
}
|
||||
target_update(){
|
||||
console.log("map ",smc.t_hero,smc.t_monster)
|
||||
let heros:any = ecs.query(ecs.allOf(HeroModelComp));
|
||||
let monsters:any =ecs.query(ecs.allOf(MonModelComp));
|
||||
let h_x=-1000
|
||||
let m_x=1000
|
||||
let thi=9999
|
||||
let tmi=9999
|
||||
for (let i = 0; i < heros.length; i++) {
|
||||
const hero = heros[i];
|
||||
if(hero.MonsterView.node.position.x > h_x){
|
||||
h_x = hero.MonsterView.node.position.x
|
||||
thi = i
|
||||
if(smc.t_hero.eid == hero.MonsterView.eid){
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
for (let i = 0; i < monsters.length; i++) {
|
||||
const monster = monsters[i];
|
||||
if(monster.MonsterView.node.position.x < m_x){
|
||||
m_x = monster.MonsterView.node.position.x
|
||||
tmi = i
|
||||
if(smc.t_monster.eid == monster.MonsterView.eid){
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
if(thi==9999){
|
||||
smc.t_hero={eid:0,pos:v3(0,0,0)}
|
||||
}else{
|
||||
smc.t_hero = {eid:heros[thi].MonsterView.eid,pos:v3(heros[thi].MonsterView.node.position,heros[thi].MonsterView.node.position.y)}
|
||||
|
||||
}
|
||||
|
||||
if(tmi==9999){
|
||||
smc.t_monster={eid:0,pos:v3(0,0,0)}
|
||||
}else{
|
||||
smc.t_monster ={eid:monsters[tmi].MonsterView.eid,pos:v3(monsters[tmi].MonsterView.node.position,monsters[tmi].MonsterView.node.position.y)}
|
||||
}
|
||||
|
||||
check_mon_count(){
|
||||
let count = 0;
|
||||
let list = ecs.query(ecs.allOf(MonModelComp));
|
||||
count = list.length
|
||||
return count;
|
||||
}
|
||||
load_role(){
|
||||
let role = ecs.getEntity<Role>(Role);
|
||||
@@ -134,7 +94,6 @@ export class MapMonsterComp extends CCComp {
|
||||
private addHero(uuid:number=1001) {
|
||||
let hero = ecs.getEntity<Hero>(Hero);
|
||||
let {pos,monster_layer}=this.set_layer(BoxSet.HERO_START)
|
||||
|
||||
let scale = 1
|
||||
hero.load(pos,scale,uuid,monster_layer);
|
||||
}
|
||||
@@ -149,16 +108,18 @@ export class MapMonsterComp extends CCComp {
|
||||
let m2:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
|
||||
// console.log("刷怪",m)
|
||||
var scene = smc.map.MapView.scene;
|
||||
let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+RandomManager.instance.getRandomInt(-40,40, 1))
|
||||
let pos1:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+RandomManager.instance.getRandomInt(40,130, 1))
|
||||
let pos2:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE-RandomManager.instance.getRandomInt(40,130, 1))
|
||||
let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+RandomManager.instance.getRandomInt(80,130, 1))
|
||||
let pos1:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+RandomManager.instance.getRandomInt(10,60, 1))
|
||||
let pos2:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE-RandomManager.instance.getRandomInt(10,60, 1))
|
||||
let pos3:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE-RandomManager.instance.getRandomInt(80,130, 1))
|
||||
|
||||
let monster_layer = scene.entityLayer!.node!
|
||||
let monster_layer1 = scene.entityLayer1!.node!;
|
||||
let monster_layer2 = scene.entityLayer2!.node!;
|
||||
// let monster_layer1 = scene.entityLayer1!.node!;
|
||||
// let monster_layer2 = scene.entityLayer2!.node!;
|
||||
this.addMonster(m[0],monster_layer,pos)
|
||||
this.addMonster(m1[0],monster_layer1,pos1)
|
||||
this.addMonster(m2[0],monster_layer2,pos2)
|
||||
this.addMonster(m1[0],monster_layer,pos1)
|
||||
this.addMonster(m2[0],monster_layer,pos2)
|
||||
this.addMonster(m2[0],monster_layer,pos3)
|
||||
this.setp_num -= 1
|
||||
}
|
||||
private addMonster(uuid:number=1001,layer:any,pos:Vec3=v3(0,0,0)) {
|
||||
@@ -168,20 +129,8 @@ export class MapMonsterComp extends CCComp {
|
||||
}
|
||||
set_layer(start:number=0){
|
||||
var scene = smc.map.MapView.scene;
|
||||
let pos:Vec3 = v3(start,BoxSet.GAME_LINE+RandomManager.instance.getRandomInt(-40,40, 1));
|
||||
let x = RandomManager.instance.getRandomInt(0,2, 2);
|
||||
let pos:Vec3 = v3(start,BoxSet.GAME_LINE+RandomManager.instance.getRandomInt(-130,130, 1));
|
||||
let monster_layer = scene.entityLayer!.node!
|
||||
switch (x) {
|
||||
case 1:
|
||||
monster_layer = scene.entityLayer1!.node!;
|
||||
pos.y=pos.y+RandomManager.instance.getRandomInt(40,130, 1);
|
||||
break;
|
||||
case 2:
|
||||
monster_layer= scene.entityLayer2!.node!;
|
||||
pos.y=pos.y-RandomManager.instance.getRandomInt(40,130, 1);
|
||||
break;
|
||||
|
||||
}
|
||||
return {pos,monster_layer}
|
||||
}
|
||||
private on_other_add_monster(event: string, args: any) {
|
||||
|
||||
Reference in New Issue
Block a user