hero 根据type 确定出生点
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@@ -17,6 +17,7 @@ import { Boss} from "../Boss/Boss";
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import { UIID } from "../common/config/GameUIConfig";
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import { Talents } from "../common/config/TalentSet";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { HeroSet } from "../common/config/heroSet";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@@ -159,10 +160,7 @@ export class MapMonsterComp extends CCComp {
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return
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}
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let m:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
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var scene = smc.map.MapView.scene;
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let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
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let monster_layer = scene.entityLayer!.node!
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this.addMonster(m[0],monster_layer,pos)
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this.addMonster(m[0])
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this.mon_index += 1
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if(this.mon_index>2){
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this.mon_index = 0
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@@ -184,7 +182,7 @@ export class MapMonsterComp extends CCComp {
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var scene = smc.map.MapView.scene;
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let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
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let monster_layer = scene.entityLayer!.node!
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this.addMonster(args.uuid,monster_layer,pos)
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this.addMonster(args.uuid)
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}
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set_start_point(){
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// this.start_p.setPosition(-240,BoxSet.GAME_LINE+this.start_ys[this.hero_index]+30,0)
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@@ -218,18 +216,17 @@ export class MapMonsterComp extends CCComp {
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/** 添加玩家 */
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private addHero(uuid:number=1001) {
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let hero = ecs.getEntity<Hero>(Hero);
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var scene = smc.map.MapView.scene;
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let pos:Vec3 = v3(-210-this.hero_x*30,BoxSet.GAME_LINE);
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let monster_layer = scene.entityLayer!.node!
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let scale = 1
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hero.load(pos,scale,uuid,monster_layer);
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let pos:Vec3 = v3(HeroSet[smc.heros[uuid].type],BoxSet.GAME_LINE);
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hero.load(pos,scale,uuid);
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this.set_start_point()
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}
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private addMonster(uuid:number=1001,layer:any,pos:Vec3=v3(0,0,0)) {
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private addMonster(uuid:number=1001) {
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let monster = ecs.getEntity<Hero>(Hero);
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let scale = -1
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let index = -1
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monster.load(pos,scale,uuid,layer,index,false);
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let pos:Vec3 = v3(-1*HeroSet[smc.heros[uuid].type],BoxSet.GAME_LINE);
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monster.load(pos,scale,uuid,index,false);
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}
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load_boss(){
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