逐步 去掉 主英雄设定
This commit is contained in:
@@ -2,7 +2,7 @@ import { VM } from "../../../../extensions/oops-plugin-framework/assets/libs/mod
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { Initialize } from "../initialize/Initialize";
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import { GameMap } from "../map/GameMap";
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import { MissionData, VmInfo } from "./config/Mission";
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import { HeroUI, MissionData, VmInfo } from "./config/Mission";
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// import { Role } from "../role/Role";
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@@ -37,21 +37,20 @@ export class SingletonModuleComp extends ecs.Comp {
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vmdata: any = {
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game_over:false,
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game_pause:false,
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mission_data:{
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},
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hero:{
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},
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boss:{
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},
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mission_data:{ },
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hero:{ },
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hero1:{},
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hero2:{},
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hero3:{},
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boss:{ },
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};
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vmAdd() {
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this.vmdata.mission_data=JSON.parse(JSON.stringify(MissionData))
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this.vmdata.hero=JSON.parse(JSON.stringify(VmInfo))
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this.vmdata.boss=JSON.parse(JSON.stringify(VmInfo))
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this.vmdata.hero1=JSON.parse(JSON.stringify(HeroUI))
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this.vmdata.hero2=JSON.parse(JSON.stringify(HeroUI))
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this.vmdata.hero3=JSON.parse(JSON.stringify(HeroUI))
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VM.add(this.vmdata, "data");
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}
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@@ -110,7 +110,15 @@ export const MissionData = {
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skill_stone_max:10,//技能石最大数量
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refresh_count:5,//刷新次
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}
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export const HeroUI = {
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uuid:0,
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name:"",
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count:0,
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hp:0,
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hp_max:0,
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cd:0,
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cd_max:0,
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}
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export const VmInfo = {
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hp:0,
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hp_max:0,
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@@ -19,7 +19,7 @@ export class Hero extends ecs.Entity {
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HeroModel!: HeroModelComp;
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HeroView!: HeroViewComp;
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BattleMove!: BattleMoveComp;
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vmHero:any={}
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protected init() {
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this.addComponents<ecs.Comp>(
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BattleMoveComp,
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@@ -38,29 +38,26 @@ export class Hero extends ecs.Entity {
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}
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super.destroy();
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}
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hart_load(uuid:number=5004) {
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console.log("主体加载")
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var path = "game/heros/"+HeroInfo[uuid].path;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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var scene = smc.map.MapView.scene;
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node.parent = scene.entityLayer!.node!
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let pos=HeroPos[0].pos
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// if(HeroInfo[uuid].type==HType.warrior) pos=HeroPos[1].pos
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node.setPosition(pos)
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var hv = this.hero_init(uuid,node)
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hv.scale = 1;
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hv.is_master=true;
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hv.lv=1
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this.add(hv);
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this.addComponents<ecs.Comp>(MasterModelComp)
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oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
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}
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,info:any={ap:0,hp:0,lv:1,crit:0,crit_d:0,dod:0,dod_no:false,crit_no:false},fight_pos:number=1) {
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// console.log("英雄加载:",uuid,pos,scale,info)
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scale = 1
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if(smc.vmdata.hero1.uuid==0){
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this.vmHero=smc.vmdata.hero1
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}else if(smc.vmdata.hero2.uuid==0){
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this.vmHero=smc.vmdata.hero2
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}else if(smc.vmdata.hero3.uuid==0){
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this.vmHero=smc.vmdata.hero3
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}else{
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console.log("[Hero] 英雄已满")
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return
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}
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this.vmHero.uuid=uuid
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this.vmHero.count=1
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var path = "game/heros/"+HeroInfo[uuid].path;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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@@ -69,18 +66,21 @@ export class Hero extends ecs.Entity {
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node.setPosition(pos)
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// console.log("hero load",pos)
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var hv = this.hero_init(uuid,node,info)
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hv.fight_pos=fight_pos
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hv.is_friend=true
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this.add(hv);
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this.addComponents<ecs.Comp>(FriendModelComp);
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// const move = this.get(BattleMoveComp);
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// move.direction = 1; // 向右移动
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// move.targetX = 800; // 右边界'
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this.addComponents<ecs.Comp>(MasterModelComp)
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oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
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const move = this.get(BattleMoveComp);
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move.direction = 1; // 向右移动
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move.targetX = 800; // 右边界'
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}
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hero_init(uuid:number=1001,node:Node,info:any={ap:0,hp:0,lv:1,crit:0,crit_d:0,dod:0,dod_no:false,crit_no:false}) {
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var hv = node.getComponent(HeroViewComp)!;
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let hero= HeroInfo[uuid] // 共用英雄数据
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hv.vmHero=this.vmHero
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this.vmHero.name=hero.name
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hv.scale = 1;
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hv.is_master=true;
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hv.lv=1
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hv.lv=info.lv
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hv.fac = FacSet.HERO;
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hv.type = hero.type;
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@@ -89,8 +89,8 @@ export class Hero extends ecs.Entity {
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hv.hero_name= hero.name;
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hv.speed =hv.ospeed = hero.speed;
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hv.dis = hero.dis;
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hv.cd = hv.cd_base = hero.cd
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hv.hp= hv.hp_max = hv.hp_base=hero.hp+info.hp
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this.vmHero.cd_max=hv.cd = hv.cd_base = hero.cd
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this.vmHero.hp=this.vmHero.hp_max= hv.hp = hv.hp_max = hv.hp_base=hero.hp+info.hp
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hv.ap = hv.ap_base=hero.ap+info.ap;
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hero.buff.forEach((buff:any)=>{
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switch(buff.buff_type){
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@@ -36,6 +36,8 @@ export class HeroViewComp extends CCComp {
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type: number = 0; /**角色类型 0近战-需要贴身 1远程-保持距离 2辅助 */
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fac:number=0; //阵营 0:hero 1:monster
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vmHero:any={}
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box_group:number = BoxSet.HERO;
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is_dead:boolean = false; //是否摧毁
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@@ -152,7 +154,6 @@ export class HeroViewComp extends CCComp {
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onLoad() {
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this.as = this.getComponent(HeroSpine);
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//console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON)
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this.on(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,this.change_atk,this)
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this.on(GameEvent.EXPUP,this.exp_up,this)
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const collider = this.node.getComponent(BoxCollider2D);
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this.scheduleOnce(()=>{
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@@ -165,7 +166,7 @@ export class HeroViewComp extends CCComp {
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start () {
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this.as.idle()
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this.BUFFCOMP=this.node.getComponent(BuffComp);
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if(this.is_master) this.BUFFCOMP.vmdata_update()
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// if(this.is_master) this.BUFFCOMP.vmdata_update()
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/** 方向 */
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this.node.setScale(this.scale,1);
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this.node.getChildByName("top").setScale(this.scale,1);
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@@ -201,10 +202,7 @@ export class HeroViewComp extends CCComp {
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this.processDamageQueue();
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}
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change_atk(e:GameEvent,data:any){
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if(!this.is_master) return
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}
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get isActive() {
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return this.ent.has(HeroViewComp) && this.node?.isValid;
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@@ -236,70 +234,70 @@ export class HeroViewComp extends CCComp {
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change_wfuny(wfuny: number){
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this.wfuny+=wfuny
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if(this.wfuny<0) this.wfuny=0
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if(this.is_master) this.BUFFCOMP.vmdata_update()
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// if(this.is_master) this.BUFFCOMP.vmdata_update()
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}
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change_puncture(puncture: number){
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this.puncture+=puncture
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if(this.puncture<1) this.puncture=1
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if(this.is_master) this.BUFFCOMP.vmdata_update()
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// if(this.is_master) this.BUFFCOMP.vmdata_update()
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}
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change_puncture_damage(puncture_damage: number){
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this.puncture_damage+=puncture_damage
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if(this.puncture_damage<0) this.puncture_damage=0
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if(this.puncture_damage>80) this.puncture_damage=80
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if(this.is_master) this.BUFFCOMP.vmdata_update()
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// if(this.is_master) this.BUFFCOMP.vmdata_update()
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}
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change_dodge(dodge: number){
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this.dod+=dodge
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if(this.dod<0) this.dod=0
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if(this.dod>90) this.dod=90
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if(this.is_master) this.BUFFCOMP.vmdata_update()
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// if(this.is_master) this.BUFFCOMP.vmdata_update()
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}
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change_frost_ratto(frost_ratto: number){
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this.frost_ratto+=frost_ratto
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if(this.frost_ratto<0) this.frost_ratto=0
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if(this.frost_ratto>90) this.frost_ratto=90
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if(this.is_master) this.BUFFCOMP.vmdata_update()
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// if(this.is_master) this.BUFFCOMP.vmdata_update()
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}
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change_knockback(knockback: number){
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this.knockback+=knockback
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if(this.knockback<0) this.knockback=0
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if(this.is_master) this.BUFFCOMP.vmdata_update()
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// if(this.is_master) this.BUFFCOMP.vmdata_update()
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}
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change_stun_ratto(stun_ratto: number){
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this.stun_ratto+=stun_ratto
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if(this.stun_ratto<0) this.stun_ratto=0
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if(this.is_master) this.BUFFCOMP.vmdata_update()
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// if(this.is_master) this.BUFFCOMP.vmdata_update()
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}
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change_def(def: number){
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this.def+=def
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if(this.def>90) this.def=90
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if(this.def<0) this.def=0
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if(this.is_master) this.BUFFCOMP.vmdata_update()
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// if(this.is_master) this.BUFFCOMP.vmdata_update()
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// this.BUFFCOMP.tooltip(TooltipTypes.defup,def.toFixed(0));
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}
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change_crit(crit: number){
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this.crit+=crit
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if(this.crit<0) this.crit=0
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if(this.is_master) this.BUFFCOMP.vmdata_update()
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// if(this.is_master) this.BUFFCOMP.vmdata_update()
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}
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change_crit_d(crit_d: number){
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this.crit_d+=crit_d
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if(this.crit_d<0) this.crit_d=0
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if(this.is_master) this.BUFFCOMP.vmdata_update()
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// if(this.is_master) this.BUFFCOMP.vmdata_update()
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}
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change_reflect(reflect: number){
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this.reflect+=reflect
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if(this.reflect<0) this.reflect=0
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if(this.is_master) this.BUFFCOMP.vmdata_update()
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// if(this.is_master) this.BUFFCOMP.vmdata_update()
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}
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change_lifesteal(lifesteal: number){
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this.lifesteal+=lifesteal
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if(this.lifesteal<0) this.lifesteal=0
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if(this.is_master) this.BUFFCOMP.vmdata_update()
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// if(this.is_master) this.BUFFCOMP.vmdata_update()
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}
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check_atrr(buff:BuffAttr){
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@@ -318,20 +316,19 @@ export class HeroViewComp extends CCComp {
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switch(buff){
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case BuffAttr.ATK:
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this.ap=this.check_atrr(BuffAttr.ATK)
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if(this.is_master) {
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this.BUFFCOMP.vmdata_update();
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oops.message.dispatchEvent(GameEvent.APChange,{is_master:this.is_master,fac:this.fac})
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}
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// if(this.is_master) {
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// // this.BUFFCOMP.vmdata_update();
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// }
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break
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case BuffAttr.ATK_CD:
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this.cd=this.check_atrr(BuffAttr.ATK_CD)
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if(this.is_master) this.BUFFCOMP.vmdata_update()
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// if(this.is_master) this.BUFFCOMP.vmdata_update()
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break
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case BuffAttr.HP:
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let diff=this.check_atrr(BuffAttr.HP)-this.hp_max
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this.hp_max=this.check_atrr(BuffAttr.HP)
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this.hp+=diff
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if(this.is_master) this.BUFFCOMP.vmdata_update(true)
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// if(this.is_master) this.BUFFCOMP.vmdata_update(true)
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break
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}
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}
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@@ -379,7 +376,7 @@ export class HeroViewComp extends CCComp {
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//console.log("[HeroViewComp]:de_hp_max de:",hp,this.hp_max)
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this.hp_base -= Math.floor(hp) ;
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this.count_atrr(BuffAttr.HP)
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if(this.is_master) this.BUFFCOMP.vmdata_update(true)
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// if(this.is_master) this.BUFFCOMP.vmdata_update(true)
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}
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add_hp(hp: number = 0,is_num:boolean=true) {
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@@ -404,7 +401,7 @@ export class HeroViewComp extends CCComp {
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this.hp+=real_hp;
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this.BUFFCOMP.tooltip(TooltipTypes.health,real_hp.toFixed(0));
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}
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if(this.is_master) this.BUFFCOMP.vmdata_update(true)
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// if(this.is_master) this.BUFFCOMP.vmdata_update(true)
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}
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@@ -418,24 +415,9 @@ export class HeroViewComp extends CCComp {
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}
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}
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}
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count_atk_count(){ //主将攻击次数 主要有装备加成,需要单独处理
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if(!this.is_master) return
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count_atk_count(){ //主将攻击
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if(this.fac==FacSet.MON) return
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this.atk_count+=1
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if(this.atk_count< FightSet.ATK_ADD_COUNT) return
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let master=ecs.query(ecs.allOf(MasterModelComp))
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master.forEach(master=>{
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let master_view=master.get(HeroViewComp)
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if(this.atk_add_master_atk>0) {
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master_view.add_ap(this.atk_add_master_atk,true)
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}
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if(this.atk_add_master_hp>0) {
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master_view.add_hp_max(this.atk_add_master_hp,true)
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}
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})
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this.atk_count=0
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}
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@@ -451,14 +433,13 @@ export class HeroViewComp extends CCComp {
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this.is_count_dead=true
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this.scheduleOnce(()=>{
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oops.message.dispatchEvent(GameEvent.MonDead)
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},0.1)
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}
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if(this.fac==FacSet.HERO){
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//console.log("[HeroViewComp]:英雄死亡")
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oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
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// oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
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}
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@@ -645,7 +626,7 @@ export class HeroViewComp extends CCComp {
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this.ent.destroy();
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}
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}
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if(this.is_master) this.BUFFCOMP.vmdata_update(true)
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// if(this.is_master) this.BUFFCOMP.vmdata_update(true)
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this.showDamage(damage, is_crit);
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}
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@@ -719,14 +700,14 @@ export class HeroViewComp extends CCComp {
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// this.to_drop()
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// }
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do_dead_trigger(){
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if(this.is_dead||this.fac==FacSet.MON||this.is_master) return
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do_dead_trigger(){ //双倍死亡设定
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if(this.is_dead||this.fac==FacSet.MON) return
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let count = 1
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for(let i=0;i<count;i++){
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//console.log("[HeroViewComp]:dead"+i+"次")
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}
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}
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do_atked_trigger(){
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do_atked_trigger(){ //双倍攻击设定
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if(this.is_dead||this.fac==FacSet.MON) return
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let count = 1
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if(this.double_atked) {
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@@ -801,11 +782,11 @@ export class HeroViewComp extends CCComp {
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to_update(){
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// console.log("[HeroViewComp]:to_update",this.is_master)
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if(!this.is_master) return
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smc.vmdata.hero.exp = smc.vmdata.hero.exp-smc.vmdata.hero.next_exp
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smc.vmdata.hero.lv = smc.vmdata.hero.lv+1
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smc.vmdata.hero.next_exp=getUpExp(smc.vmdata.hero.lv)
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oops.message.dispatchEvent(GameEvent.HeroLvUp,{lv:smc.vmdata.hero.lv})
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// if(!this.is_master) return
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// smc.vmdata.hero.exp = smc.vmdata.hero.exp-smc.vmdata.hero.next_exp
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// smc.vmdata.hero.lv = smc.vmdata.hero.lv+1
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// smc.vmdata.hero.next_exp=getUpExp(smc.vmdata.hero.lv)
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// oops.message.dispatchEvent(GameEvent.HeroLvUp,{lv:smc.vmdata.hero.lv})
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this.BUFFCOMP.lv_up()
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// this.BUFFCOMP.tooltip(TooltipTypes.lvup)
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}
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@@ -39,7 +39,7 @@ export class MissionComp extends CCComp {
|
||||
wave_time_num:number = 0;
|
||||
wave_time_cd:Timer=new Timer(1);
|
||||
is_in_wave:boolean = false;
|
||||
tals:{
|
||||
tals:any={
|
||||
0:false,
|
||||
1:false,
|
||||
2:false,
|
||||
@@ -47,7 +47,11 @@ export class MissionComp extends CCComp {
|
||||
4:false,
|
||||
5:false,
|
||||
}
|
||||
|
||||
heros:any={
|
||||
0:{uuid:0,count:0},
|
||||
1:{uuid:0,count:0},
|
||||
2:{uuid:0,count:0},
|
||||
}
|
||||
onLoad(){
|
||||
this.on(GameEvent.MissionStart,this.mission_start,this)
|
||||
this.on(GameEvent.MasterCalled,this.ready_to_fight,this)
|
||||
@@ -58,7 +62,7 @@ export class MissionComp extends CCComp {
|
||||
this.on(GameEvent.MissionEnd,this.mission_end,this)
|
||||
this.on(GameEvent.DO_AD_BACK,this.do_ad,this)
|
||||
// this.on(GameEvent.CanUpdateLv,this.show_uplv_button,this)
|
||||
// this.on(GameEvent.UseEnhancement,this.hide_uplv_button,this)
|
||||
this.on(GameEvent.UseHeroCard,this.hero_called,this)
|
||||
|
||||
}
|
||||
|
||||
@@ -92,7 +96,53 @@ export class MissionComp extends CCComp {
|
||||
do_reward(){
|
||||
// 奖励发放
|
||||
}
|
||||
hero_called(event: any, data: any) {
|
||||
// 查找空位或已存在的英雄
|
||||
const heroIndex = this.findHeroSlot(data.uuid);
|
||||
|
||||
if (heroIndex !== -1) {
|
||||
// 找到英雄位置,增加数量
|
||||
this.heros[heroIndex].count += 1;
|
||||
} else {
|
||||
// 查找空位
|
||||
const emptySlot = this.findEmptySlot();
|
||||
if (emptySlot !== -1) {
|
||||
// 有空位,添加新英雄
|
||||
this.heros[emptySlot].uuid = data.uuid;
|
||||
this.heros[emptySlot].count = 1;
|
||||
} else {
|
||||
console.log("[MissionComp] 英雄已满");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 查找英雄位置
|
||||
* @param uuid 英雄UUID
|
||||
* @returns 英雄索引,未找到返回-1
|
||||
*/
|
||||
private findHeroSlot(uuid: number): number {
|
||||
for (let i = 0; i < 3; i++) {
|
||||
if (this.heros[i].uuid === uuid) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
/**
|
||||
* 查找空位
|
||||
* @returns 空位索引,无空位返回-1
|
||||
*/
|
||||
private findEmptySlot(): number {
|
||||
for (let i = 0; i < 3; i++) {
|
||||
if (this.heros[i].uuid === 0) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
count_tal(){
|
||||
let count=0
|
||||
for(let i=0;i<FightSet.TAL_NUM;i++){
|
||||
@@ -186,7 +236,6 @@ export class MissionComp extends CCComp {
|
||||
oops.message.dispatchEvent(GameEvent.FightReady)
|
||||
this.node.active=true
|
||||
this.data_init()
|
||||
// this.hart_hero_load()
|
||||
let loading=this.node.parent.getChildByName("loading")
|
||||
loading.active=true
|
||||
this.scheduleOnce(()=>{
|
||||
@@ -270,11 +319,6 @@ export class MissionComp extends CCComp {
|
||||
|
||||
}
|
||||
|
||||
//角色初始化
|
||||
hart_hero_load(){
|
||||
let hero = ecs.getEntity<Hero>(Hero);
|
||||
hero.hart_load()
|
||||
}
|
||||
|
||||
card_init(){
|
||||
oops.message.dispatchEvent(GameEvent.CardRefresh)
|
||||
|
||||
@@ -46,34 +46,8 @@ export class MissionHeroCompComp extends CCComp {
|
||||
this.addHero(args.uuid,false,true)
|
||||
}
|
||||
|
||||
private call_friend(event: string, args: any,is_master:boolean=false){
|
||||
console.log("[MissionHeroComp]:call_hero addHero",args.uuid,is_master)
|
||||
let hero_pos=1
|
||||
if(is_master){
|
||||
hero_pos=0
|
||||
}
|
||||
let info:any={ap:0,hp:0,lv:0}
|
||||
let hero = ecs.getEntity<Hero>(Hero);
|
||||
let scale = 1
|
||||
let heros=ecs.query(ecs.allOf(HeroViewComp))
|
||||
for(let hero of heros){
|
||||
let hv = hero.get(HeroViewComp)
|
||||
if(hv.fight_pos==hero_pos){
|
||||
hero_pos=2
|
||||
break
|
||||
}
|
||||
}
|
||||
console.log("[MissionHeroComp]:call_friend",heros)
|
||||
let pos:Vec3 = HeroPos[hero_pos].pos;
|
||||
if(is_master){
|
||||
hero.hart_load(args.uuid)
|
||||
}else{
|
||||
hero.load(pos,scale,args.uuid,info,hero_pos);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
call_hero(event: string, args: any){
|
||||
// console.log("call_hero",args)
|
||||
@@ -83,7 +57,7 @@ export class MissionHeroCompComp extends CCComp {
|
||||
// let x=RandomManager.instance.getRandomInt(0,hero_list.length,1)
|
||||
// // let uuid=args.uuid
|
||||
// // console.log("call_hero",uuid)
|
||||
this.addHero(args.uuid,args.is_master)
|
||||
this.addHero(args.uuid,args.is_master,false)
|
||||
}
|
||||
|
||||
/** 添加英雄 */
|
||||
@@ -95,16 +69,11 @@ export class MissionHeroCompComp extends CCComp {
|
||||
if(is_zhaohuan){
|
||||
hero_pos=2
|
||||
}
|
||||
let info:any=this.get_info_and_remove(hero_pos,uuid)
|
||||
// let info:any={ap:0,hp:0,lv:0}
|
||||
|
||||
let hero = ecs.getEntity<Hero>(Hero);
|
||||
let scale = 1
|
||||
let pos:Vec3 = HeroPos[hero_pos].pos;
|
||||
if(is_master){
|
||||
hero.hart_load(uuid)
|
||||
}else{
|
||||
hero.load(pos,scale,uuid,info,hero_pos);
|
||||
}
|
||||
hero.load(pos,scale,uuid);
|
||||
}
|
||||
|
||||
get_info_and_remove(fight_pos:number,uuid:number){
|
||||
|
||||
Reference in New Issue
Block a user