完成 技能选择和英雄选择
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@@ -3,15 +3,11 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { smc } from "../common/SingletonModuleComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { Missions} from "../common/config/Mission";
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import { MissionData, Missions, MissionStatus} from "../common/config/Mission";
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import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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import { VictoryComp } from "./VictoryComp";
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import { CardControllerComp } from "./CardController";
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import { GameEvent } from "../common/config/GameEvent";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { Hero } from "../hero/Hero";
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import { TimerManager } from "db://oops-framework/core/common/timer/TimerManager";
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import { HeroList } 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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@@ -41,6 +37,7 @@ export class MissionComp extends CCComp {
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this.on(GameEvent.MissionStart,this.mission_start,this)
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this.on(GameEvent.FightEnd,this.fight_end,this)
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this.on(GameEvent.MissionEnd,this.mission_end,this)
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this.on(GameEvent.CardsClose,this.after_used_skill_card,this)
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}
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protected update(dt: number): void {
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@@ -52,12 +49,9 @@ export class MissionComp extends CCComp {
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}
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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("战斗开始 关卡怪物:",Missions[smc.mission.lv])
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async mission_start(){
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smc.mission.status=MissionStatus.ready
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this.node.active=true
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this.data_init()
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this.hart_hero_load()
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@@ -72,17 +66,38 @@ export class MissionComp extends CCComp {
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to_hero_skill_select(){
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console.log("英雄技能选择")
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oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
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smc.mission.status=MissionStatus.ready_skill_select
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}
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after_used_skill_card(){
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switch(smc.mission.status){
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case MissionStatus.ready_skill_select:
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console.log("next to_hero_select")
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this.scheduleOnce(()=>{
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this.to_hero_select()
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},0.3)
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break
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case MissionStatus.ready_hero_select:
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console.log("netx to_fight")
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this.to_fight()
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break
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case MissionStatus.playing:
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break
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}
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}
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to_hero_select(){
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smc.mission.status=MissionStatus.ready_hero_select
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oops.message.dispatchEvent(GameEvent.HeroSelect)
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}
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to_fight(){
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smc.mission.status=MissionStatus.playing
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oops.message.dispatchEvent(GameEvent.FightStart)
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}
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to_end_fight(){
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smc.mission.status=MissionStatus.end
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oops.message.dispatchEvent(GameEvent.FightEnd)
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}
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@@ -101,12 +116,9 @@ export class MissionComp extends CCComp {
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data_init(){
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//局内数据初始化
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console.log("局内数据初始化")
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this.GlodAddTimer=new Timer(smc.vmdata.mission_data.refrsh_time)
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smc.mission.status=1
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smc.mission.play = true;
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smc.mission.is_victory=false
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smc.mission.is_defeat=false
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smc.vmdata.mission_data ={...smc.vmdata.mission_data}
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smc.vmdata.mission_data =MissionData
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this.GlodAddTimer=new Timer(smc.vmdata.mission_data.refrsh_time)
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}
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//角色初始化
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@@ -129,8 +141,6 @@ export class MissionComp extends CCComp {
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}
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private cleanComponents() {
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ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
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}
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