清理掉 missioncomp的 抽卡相关的 游戏逻辑

This commit is contained in:
2025-08-11 22:02:20 +08:00
parent 89daacba36
commit 5bcf5e737b
13 changed files with 2344 additions and 1061 deletions

View File

@@ -12,49 +12,27 @@ const { ccclass, property } = _decorator;
@ecs.register('MissionHome', false)
export class MissionHomeComp extends CCComp {
heros:any[]=[];
heros_pos:any=[
{uuid:0,px:-100},
{uuid:0,px:-200},
{uuid:0,px:-300},
]
protected onLoad(): void {
this.on(GameEvent.MissionEnd,this.mission_end,this)
}
/** 视图层逻辑代码分离演示 */
start() {
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
// this.on(ModuleEvent.Cmd, this.onHandler, this);
this.load_ui_heros()
this.home_active()
}
to_start(){
}
start_mission() {
for(let i=0;i<this.heros.length;i++){
this.heros[i].to_destroy()
}
this.heros=[]
this.heros_pos=[
{uuid:0,px:-100},
{uuid:0,px:-200},
{uuid:0,px:-300},
]
oops.message.dispatchEvent(GameEvent.MissionStart, {})
this.node.active=false;
}
mission_end(){
this.home_active()
}
home_active(){
this.node.active=true
oops.message.dispatchEvent(GameEvent.UpdateHero, {})
}
load_ui_heros(){
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */