添加2个游戏层,敌方精灵随机出现在3个层内
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@@ -29,7 +29,7 @@ export class MapMonsterComp extends CCComp {
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cur_mission:number = 1; //当前关卡方案
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mission_list:any = []
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setp_timer: Timer = new Timer(0.5);
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setp_num:number = 50;
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setp_num:number = 5;
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onLoad(){
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// 监听全局事件
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oops.message.on("do_add_monster", this.on_do_add_monster, this);
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@@ -40,7 +40,7 @@ export class MapMonsterComp extends CCComp {
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let num =RandomManager.instance.getRandomByObjectList(MissionNum,1)
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this.cur_mission = num[0]
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this.mission_list = MonsetList[this.cur_mission]
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console.log("当前关卡方案",this.cur_mission,this.mission_list)
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// console.log("当前关卡方案",this.cur_mission,this.mission_list)
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this.refresh_timer= new Timer(smc.vm_data.gold.cd);
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this.monster_refresh()
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}
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@@ -49,7 +49,7 @@ export class MapMonsterComp extends CCComp {
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this.monster_refresh()
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}
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if (this.refresh_timer.update(dt)) {
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this.setp_num = RandomManager.instance.getRandomInt(this.min_monster_num,this.max_monster_num,2)
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// this.setp_num = RandomManager.instance.getRandomInt(this.min_monster_num,this.max_monster_num,2)
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}
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if (this.mission_up_timer.update(dt)) {
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// 刷新怪物定时器
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@@ -64,22 +64,36 @@ export class MapMonsterComp extends CCComp {
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if (this.setp_num <= 0){
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return
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}
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console.log("当前波数",this.cur_count)
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console.log("当前怪物池",this.mission_list[this.monster_level])
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// console.log("当前波数",this.cur_count)
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// console.log("当前怪物池",this.mission_list[this.monster_level])
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let m:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
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console.log("刷怪",m)
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// console.log("刷怪",m)
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this.addMonster(m[0])
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this.setp_num -= 1
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}
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private addMonster(uuid:number=1101) {
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let monster = ecs.getEntity<Monster>(Monster);
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let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
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let scale = -1
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monster.load(pos,scale,uuid);
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var scene = smc.map.MapView.scene;
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let x = RandomManager.instance.getRandomInt(0,2, 2);
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let monster_layer = scene.entityLayer!.node!
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switch (x) {
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case 1:
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monster_layer = scene.entityLayer1!.node!;
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pos.y=pos.y+5;
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break;
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case 2:
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monster_layer= scene.entityLayer2!.node!;
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pos.y=pos.y-5;
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default:
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break;
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}
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monster.load(pos,scale,uuid,monster_layer);
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smc.monsters.splice(0,1)
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}
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private on_do_add_monster(event: string, args: any) {
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// this.addMonster(args.uuid)
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}
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