完成 技能选择和英雄选择

This commit is contained in:
2025-06-06 10:44:45 +08:00
parent 6883916de1
commit 76c6fca2a5
6 changed files with 639 additions and 66 deletions

View File

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