战斗管理系统基础
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@@ -21,7 +21,7 @@ import { UIID } from "../common/config/GameUIConfig";
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import { CardControllerComp } from "./CardController";
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import { MissionHomeComp } from "./MissionHomeComp";
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import { GameEvent } from "../common/config/GameEvent";
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import { BattleState } from "../battle/BattleStateComp";
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import { BattleManager } from "../battle/BattleManager";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@@ -69,42 +69,30 @@ export class MissionComp extends CCComp {
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// }
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// this.shuaxin(dt)
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}
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mission_start(){
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/* todo 关卡设定完善*/
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console.log("mission_start Missions mons:",Missions[smc.mission.lv])
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this.colose_victory()
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this.mission_init()
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// this.mskill_init()
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this.mon_refresh()
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this.heros_call()
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mission_start(missionId: number) {
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// 初始化关卡数据
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this.colose_victory();
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this.mission_init();
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// 启动战斗(外部控制入口)
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BattleManager.startBattle(smc.mission.lv);
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// 生成怪物和英雄
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this.mon_refresh();
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this.heros_call();
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}
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mission_end(){
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oops.message.dispatchEvent(GameEvent.MissionEnd)
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smc.mission.play=false
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smc.mission.pause=false
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let heros:any= this.get_heros();;
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let monsters:any= this.get_mons();
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let hcards:any= ecs.query(ecs.allOf(HCardComp));
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let rewards:any= ecs.query(ecs.allOf(ItemComp));
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// let hcns=this.node.getChildByName("hcards")
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// for(let i=0;i<hcns.children.length;i++){
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// hcns.children[i].destroy()
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// }
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for(let i=0;i<heros.length;i++){
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heros[i].HeroView.reset()
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heros[i].HeroView.ent.destroy()
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}
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for(let i=0;i<hcards.length;i++){
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hcards[i].HCardComp.reset()
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hcards[i].HCardComp.ent.destroy()
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}
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for(let i=0;i<monsters.length;i++){
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monsters[i].HeroView.reset()
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monsters[i].HeroView.ent.destroy()
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}
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// this.to_mission_home()
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this.open_victory()
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mission_end() {
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// 结束战斗(外部控制出口)
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BattleManager.endBattle();
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// 更新游戏状态
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oops.message.dispatchEvent(GameEvent.MissionEnd);
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smc.mission.play = false;
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// 显示结算界面
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this.open_victory();
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}
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open_victory(){
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