召唤逻辑改变
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@@ -12,6 +12,7 @@ import { HeroViewComp } from "../hero/HeroViewComp";
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import { Hero } from "../hero/Hero";
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import { HartModelComp } from "../hero/HartModelComp";
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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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@@ -52,17 +53,33 @@ export class MissionComp extends CCComp {
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}
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to_end_fight(){
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oops.message.dispatchEvent(GameEvent.FightEnd)
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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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this.node.active=true
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this.data_init()
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this.hero_init()
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this.hart_hero_load()
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this.to_hero_skill_select()
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}
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to_hero_skill_select(){
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oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
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}
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to_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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oops.message.dispatchEvent(GameEvent.FightStart)
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}
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to_end_fight(){
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oops.message.dispatchEvent(GameEvent.FightEnd)
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}
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fight_end(){
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console.log("任务结束")
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// 延迟0.5秒后执行任务结束逻辑
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@@ -86,16 +103,15 @@ export class MissionComp extends CCComp {
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}
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//角色初始化
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hero_init(){
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hart_hero_load(){
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let hero = ecs.getEntity<Hero>(Hero);
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hero.hart_load()
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this.scheduleOnce(() => {
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this.card_init()
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}, 0.3)
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}
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card_init(){
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oops.message.dispatchEvent(GameEvent.CardRefresh)
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}
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card_refresh(){
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if(smc.vmdata.mission_data.gold< smc.vmdata.mission_data.refresh_gold){
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oops.gui.toast("金币不足", false);
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@@ -106,12 +122,12 @@ 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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/** 视图层逻辑代码分离演示 */
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/** 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 */
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